Cami Farley (Dodson)
  • Work
    • Cvent
    • ikeGPS
    • PikPok
    • LEGO NetDevil
  • Skills
    • Design
    • Research
  • Concepts
    • AR & Unity
    • Robotics
    • LED Art
    • Illustration
    • Modular
    • Maker's Exploration for COVID-19 Masks
  • About
  • Work
    • Cvent
    • ikeGPS
    • PikPok
    • LEGO NetDevil
  • Skills
    • Design
    • Research
  • Concepts
    • AR & Unity
    • Robotics
    • LED Art
    • Illustration
    • Modular
    • Maker's Exploration for COVID-19 Masks
  • About
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​Product Manager at PikPok

​2012-2014 - Wellington, New Zealand
I was searching for work at mobile games companies and was blown away with the quality and fun of PikPok's Monsters Ate My Condo and Slam Dunk King. I reached out to them and they found a great position for me - Producer (aka Product Manager) on a unicorn game and a Dreamworks animation game. What more could I want in life?

I led concurrent, fast paced teams with artists, programmers, musicians, and qa testers. I directed projects with 4-9 month initial dev cycles, then handled game updates after that. I was responsible for client relations, timelines, resourcing, budgeting, proposals, stakeholder reviews, and handled ongoing updates. I partnered with international clients including Adult Swim, DreamWorks Animation and Fire Station Agency. My teams launched games with over 14 million users - earning Apple's coveted "Editor's Choice Award" and hitting #1 in the App Store. 
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Leading a Team

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I reported to the Design Director and later to the CTO. I ran monthly stakeholder reviews to showcase timelines, budget, revenue, resourcing, demo's, and artwork. Each game had success metrics which I analyzed and reported on. 

Revenue, store ratings, and number of users were important aspect to these projects. We used a combination of in-app purchases and ad revenue - with the latter expanding across 3+ advertising tools. 

User Research was new to PikPok, where they had one in-house resource for conducting user tests. I leveraged this resource and advocated other products do the same. Regularly seeing where people got stuck forced us to do constant UX improvements - especially in areas such as onboarding and character customization tools.
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