Robyn Pacetti

Co-Founder

Berlin, Berlin, Germany21 yrs 3 mos experience

Contact

About

Think about your commute, your workout, doing dishes. What are you listening to? Most of us fill these moments with podcasts or music - passive background noise while life happens around us. But something's shifting: people now spend 3.5+ hours daily with audio through earbuds, and that number keeps growing. I noticed this pattern and started wondering - what if these moments could be more? Not just something to endure, but screen-free Interactive Journeys where you actively participate, make choices, and shape your own stories? That's when I got excited. After 24 years at Ubisoft, Amazon, and Wooga - shipping MMOs, scaling mobile games, leading publishing teams - I kept seeing the same constraint: gaming demands screens and dedicated attention. But there's this huge category of time where people want engagement but can't look at screens. So I'm building for that. We're launching closed Beta Q1 2026 with audio RPGs - full adventures with progression, character development, and meaningful choices. The vision expands to education that fits your commute, wellness journeys for anxious moments, interactive fiction that adapts to you. The signals are clear: audio consumption growing year-over-year (Audiobooks CAGR >25%), screen fatigue becoming mainstream, people craving agency in their entertainment. Behaviors are changing. It is time for a new entertainment category. Looking to connect with: Gaming investors exploring new categories Interactive storytelling creators Anyone curious about active screen-free entertainment If you're excited about transforming daily routines - not by adding more screen time, but by making screen-free moments more engaging - send me a message. Your commute doesn't have to be wasted time. If this resonates, send me a message. I'd love to hear your perspective.

Experience

21 yrs 3 mos
Total Experience
2 yrs
Average Tenure
10 mos
Current Experience

Protagonists

Founder | ScreenFree MetaVerse | Interactive Entertainment

Jul 2025Present · 10 mos · Berlin, Germany · On-site

  • Billions of hours are spent waiting, commuting, and doing chores, mostly listening to passive entertainment (music, podcasts, etc.)
  • What if you could transform that time into ScreenFree experiences where you actively play, learn, and shape your own adventures?
  • We're launching in 2026. Looking to connect with investors, and anyone passionate about ScreenFree interactive Entertainment. Send me a PM!

Monster puppet corporation

Strategic Advisor

Mar 2025Jul 2025 · 4 mos · Berlin, Germany · Remote

  • Working with Monster Puppet experts to help Game Studios ship their games faster and make them better as well!
  • Our experts help you ship and iterate on your games much MUCH! Faster and therefore you can bring your awesome projects to the next level.
  • Monster Puppet, is a team of Tech Artists and Tech Animators delivering Tools, Automation and services.

Wooga

VP Publishing

Jan 2023Sep 2024 · 1 yr 8 mos · Berlin, Berlin, Germany · On-site

  • Responsible for creating a clear growth strategy for new and live games at Wooga, through leading/building the publishing division at Wooga - including User Acquisition, Marketing, Brand, Customer Care, Community, Localization, Partnerships, and Ad Monetization. Part of the management team at Wooga and reporting directly to the Managing Director.
  • Responsibilities:
  • Business and management strategies and execution to scale Wooga's brands and games globally across current and new platforms.
  • Manage and structure the Publishing Division to scale and deliver on Wooga's vision to be the Player's Choice for Story-Driven Casual Games.
  • Secure the company's growth on a global scale, expand players' communities, and drive their engagement through a multi-channel strategy.
  • Create an environment where Wooga employees can grow while delivering impact, and experience joy while working with each other to build towards our vision.

Klang games

Executive Producer

Jan 2021Jun 2022 · 1 yr 5 mos · Berlin, Germany

  • As EP and member of the Studio Leadership team (Incl. CEO & CTO) managed the product organization, and studio roadmap to deliver SEED. SEED is an ambitious and innovative cross-platform Metaverse (MMO) funded by prestigious investors (LVP, Lego Ventures, Novator, Animoca etc.). Reporting to the CEO and Board.
  • As Executive Producer, I created, staffed, and managed a Product Leadership Team (PLT) composed of 5 Departments (Creative, Production, Engineering, Publishing and Analytics).
  • Product:
  • Defined and aligned Studio and Product Leadership on Product strategy, rollout and execution.
  • Established the product's unique selling points and positioning.
  • Fixed project core issues related to product vision, design, gameplay, and overall experience.
  • Delivered a fun and playable experience.
  • Project:
  • Defined production priorities for all Departments, in collaboration with Dept Heads and PLT.
  • Aligned Board and Studio Leadership on Production roadmap, timeline, and deliverables.
  • Reorganized and Optimized Production processes and reporting.
  • Reorganized the feature and tech teams.
  • Improved production velocity and execution.
  • Operations:
  • Restructured the Studio’s organization, departments, and reporting lines.
  • Improved team ownership and accountability.
  • Sourced and recruited all Studio Executives.
  • Set up a studio for growth and scaling operations to 150+.
  • Reduced employee churn and increased employee confidence in the Studio Leadership and product.
  • These 2021-2022 achievements were done under my leadership, but they were mostly the fruits of an intense collaborative team effort.
  • I would like to say thank you very warmly to all the Klangers that worked so hard with me to deliver the best experience possible as well as maintain a friendly work environment.

Lead alchemist studio & yunoïa

Head of Studio & Executive Producer

May 2016Dec 2020 · 4 yrs 7 mos · Prague, The Capital, Czech Republic

  • LEAD ALCHEMIST (Founder)
  • Produced an AA+ Tactical RPG for PC and Consoles using Unreal Engine 4.
  • Built and Lead a team of 15+ Game Industry Veterans (Ubisoft, EA, Warhorse, DICE, Keen, etc.)
  • Produced a high-quality and fully playable prototype in 4 Months using Agile methodologies.
  • Managed budget and Milestone plans.
  • Recruited, build and managed the project's Core team.
  • Setup Production process and team members' performance benchmarks
  • Sourced and Managed outsourcing partners.
  • Established internal processes (Design, Production, Recruitment, HR).
  • Managed Business, Development, and External stakeholders
  • Pitched the project to all key stakeholders
  • Pitched game creative vision to all stakeholders.
  • Designed Vision, Game Design Document, and user stories.
  • Managed sprints and milestones organization in Jira.
  • YUNOIA Platform (Founder)
  • Designed and managed the production of a digital matchmaking platform aimed at connecting Video Game Studios with Investors and Publishers.
  • PRODUCTION
  • Managed a cross-functional team to produce a digital platform (Design and Development).
  • Created and lead a team of 15+ people
  • Sourced, briefed, and managed outsourcing partners.
  • Created and managed Production Milestones and Budget (1M+ EUR)
  • BUSINESS
  • Managed Investor relations (Secured 1M EUR Investment within 6 Months of operations.
  • Raised over 1M+ EUR within the first 6 months of operation from the US and CZ investors.
  • Onboarded over 2.500 Games Studios and 300 Publishers and Investors within 2 years of operations.
  • Received two buyout offers within the first year.
  • CONSULTING
  • Working as Executive Producer/ Advisor Studio Leadership level for different studios.
  • Aesir Interactive (German Studio)
  • Blazing Griffin (UK Studio)
  • Frozen Sailor (US Studio)
  • Big Time (Distributed Studio)

Warhorse studios

CCO & Board Member

Mar 2015Apr 2016 · 1 yr 1 mo · Prague, The Capital, Czech Republic

  • Managing Business Development, Sales, Marketing, PR and Publishing of a 120+ development studio, reporting directly to the CEO and member of the board.
  • Studio Business, Marketing, PR and publishing ownership for a project 36M+ USD
  • Recruited, trained and growing a publishing team of 5 to prepare digital and retail distribution.
  • Created and managed the go-to-market strategy for the studio's products.
  • Negotiated multi million euro global publishing and distribution agreements.
  • Multiplied by 4 original offers from publishers
  • Created Game Pitch and presented the game and studio vision to external partners.
  • Established with development teams assets production pipeline.
  • Worked with the creative team for Marketing and PR assets production.
  • Setup KPIs for the Studio.
  • Established Warhorse Studios Brand globally

Amazon

Head of EMEA Digital Software and Games

Oct 2013Mar 2015 · 1 yr 5 mos · Luxembourg

  • As Category Director, I owned Amazon’s DE, UK, FR, IT and ES digital software and video games distribution with full P&L responsibility
  • Managed projects involving 16 Amazon legal entities, including Business, Finance, Legal, Tax stakeholders on a 1 Billion+ USD initiative.
  • Increased YoY revenues of my category
  • Stakeholders management up to SVP Level
  • Recruited and lead a multi-national cross-functional team.
  • Lead Amazon’s EMEA digital distribution go-to-market strategy across 5 digital stores.
  • Owned Amazon’s EMEA relationships with strategic vendors (Sony, Microsoft, EA, Kaspersky, Adobe etc.).
  • Pitched Amazon’s initiatives and vision internally and externally.
  • Aligned EU and US stakeholders on strategy, organization, pricing, and selection growth.
  • Improved market segment profitability and revenue per customer.
  • Handled complex Business, Tax, Legal and Compliance project such as VAT regulations, Pricing Strategy, etc.

Massive - a ubisoft studio

Business Development Director

Sep 2011Aug 2013 · 1 yr 11 mos · Malmo, Sweden

  • Business owner and manager of three key projects based on the top-grossing brands of Ubisoft (Tom Clancy, Just Dance, and Uplay) reporting to Studio Managing Director.
  • Created, managed and lead the business strategy, P&L of $100M online project(Tom Clancy IP)
  • Lead a game development team of 20 people in Sweden and Canada on a Tom Clancy game.
  • Built the mid/long term strategy for a WW gaming digital distribution platform (Uplay, 25M+ users).
  • Built the business, P&L. monetization funnels for a new type of mobile game (Just Dance Now).
  • Created and managed a Business Intelligence team. (C.R.M, user segmentation, funnel analysis).
  • Collaborated with cross-functional teams in France, Germany, Sweden, and Canada.
  • Managed and aligned business and creative stakeholders on strategic and design decisions.

Gameforge

Associate Director

Sep 2009Aug 2011 · 1 yr 11 mos · Berlin Area, Germany

  • Manage the operations of 4 different MMOs for the French Market
  • Handle multi million euros marketing budgets to drive acquisition
  • Lead PR/Fair and brand building initiatives for the company.
  • Adapted European wide strategy to market specific needs
  • Collaboration with the different market teams to optimize costs and negotiations with partners.
  • Lead a team of 10 highly competent individuals (CM/P.R/Mktg/Monetization/C.S). To establish a strong A.R.M strategy.
  • Build brand vision and positionning for the market, and localized communication/Marketing/PR accordingly to optimize market penetration.
  • Hired and optimized collaboration processes with agencies to strenghen the visibility of the brands
  • Made deals with local Medias/TV channels/Press to increase acquisition
  • Sponsored community activities, blogs, User Generated Content driving hundreds of thousands registrations at low cost and extremely positive brand image boost.
  • Key achievements:
  • We managed to multiply by more than 3 times the revenues of the market.
  • Increased tremendously the company brand image allowing us to obtain exceptional P.R and business deals at low cost.
  • Made Frogster/Gameforge one of most proeminent F2P publisher in France
  • Brands I worked on:
  • TERA
  • Mythos
  • Runes of Magic
  • Bounty Bay Online
  • RaiderZ

Koch media

International Brand Manager

Nov 2008Apr 2009 · 5 mos · Munich Area, Germany

  • Managing the coordination of the launch of 10+ console games with the different European local branches
  • Responsible for the Market research and positionning
  • Presenting and demonstrating brand core pillars to local teams.
  • Work on browser games market studies and business opportunities.

Lindir

Managing Director

Dec 2005Aug 2008 · 2 yrs 8 mos

  • Creation of an Import Company of chinese manufactured goods.
  • Manage the design, production and distribution of Fantasy/Gifts/Merchandising items
  • Establish deals and exclusivities with a network of European importers and partners.
  • Manage warehouse staff and over 2000 different SKUs.
  • Design and manage booth creations and operations at business events.
  • Manage and empower a team of 12 people including 8 senior salesmen
  • As managing director, owned the P&L and revenue forecasting for the company.
  • Dealing with investors and key partners for the development of the company.

Playnet, inc.

International Product Manager

Jul 2002Nov 2005 · 3 yrs 4 mos · USA/EU

  • Responsible for the World War II Online MMOFPS operations in Europe.
  • Ownership of the Acquisition, Retention, Strategy. Responsible of all initiatives on the EU market.
  • Managed the Community Management teams and empowered them
  • Lead ingame events initiatives as part of the retention strategy
  • Went to Press Tours, wrote and designed Press releases and press packs
  • Face of the company in Europe and International markets.
  • Secured business deals with key publishers and partners.
  • Key achievements:
  • Raised the number of EU subscribers from 10% to 50% of the overall playerbase.
  • My main duties were to increase the Market penetration by growing the number of subscribers, find key business partners, secure PR Coverage. Generally speaking drive player Acquisition and Retention.

Education

Pace University - Lubin School of Business

Bachelor of Business Administration — Marketing

Jan 2004Jan 2004

Ecole supérieure des Pays de Loire (ESPL)

BTS — Business Communication

Jan 2001Jan 2003

Le Mans Université

IUT Services et Reseaux de Communication

Jan 2000Jan 2001

Robyn Pacetti - Co-Founder | Stackforce