good a game as possible, then releasing it either to a publisher or directly to market and out of your hands. "Fire and forget" essentially - you would be interested in how well a title was doing but unless you were working on a patch or an update, your involvement with it was minimal once the game was finished. As the studio has evolved the role of producer has extended into more of a custodial role that means being involved long after release that means more long term involvement in decision making for that product going forward. Can you describe some of the challenges and advantages that you face in your role, with this new, ongoing development process? The mobile space can be challenging in general -- it's so crowded and it can be tough to predict. I think having to try and mould titles to be more successful after release is a tough ask -- there are so many variables and it can be daunting when you're trying to keep a product relevant and successful. Though I think at the same time this can be the advantage to this new way of thinking. If you release an app and it doesn't do as well as you'd hoped, you're in a great position to knuckle down and work out what worked and what didn't and try to make better decisions over time.