Jessica Rovello
New York City Metropolitan Area
1K followers
500+ connections
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About
Multi-award winning CEO, strategic Board Chair, and disruptive pioneer, with 22+ years of…
Experience
Honors & Awards
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• American Business Award – Executive of the Year
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• Cover – Inc. Magazine
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• Crains 40 Under 40
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• Inc Female Founders 100
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• Smart CEO Future 50
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Chad Wilson
🌟 Over 20 Years of Game Award Winning Industry Leadership – Now Seeking New Opportunities! 🌟 With over two decades of crafting engaging game experiences across mobile, PC, console, and MMO platforms, I'm excited to explore new opportunities, either through my LLC, FrostFire Games, or direct hire opportunities. My career has focused on leading teams, developing live service features, and implementing ethical monetization strategies, always keeping the player at the front of our minds. 🚀 What I Bring to the Table: ♦ Live Service Design & Operations: Expertise in designing and managing live service features, including seasonal content, meta systems, and monetization strategies. ♦ Team Leadership & Management: Proven ability to build and mentor high-performing design teams, fostering collaboration and driving successful outcomes. ♦ System Design & Balancing: Experience in developing and balancing complex game systems to ensure player retention and satisfaction. ♦ Monetization Strategy: Skilled in creating ethical monetization models for F2P and Premium games, aligned with player engagement goals. ♦ Cross-Platform Experience: Versatility across mobile, PC, console, AR/VR, and social games, with a keen understanding of each platform's challenges. ♦ Product Vision & Roadmap Development: Adept at crafting and aligning teams around clear product visions and roadmaps for long-term success. ♦ Pitching & Business Development: Strong track record in pitching game concepts and securing partnerships. 🎮 Key Roles: ♦ CEO / Design Director, FrostFire Games: Leading vision, design, and business models for multiple successful games. ♦ Director of Live Service, Final Strike Games: Driving live service design for unannounced AAA titles. ♦ Design Director / Lead Designer, Apex Legends Mobile: Leading design and live ops, earning multiple Game of the Year awards. ♦ Lead Product Manager / Design Manager, Wargaming: Overseeing publishing, progression, monetization, and social systems for PC and console games. ♦ Design Director / Co-Founder, Apella Games: Creating and leading the design and early access launch of an innovative action arena game. 🏆 Achievements: ♦ Successfully launching and sustaining live service games with high retention and monetization. ♦ Leading the transformation of a AAA game to a F2P model, boosting its market presence. ♦ Receiving multiple Game of the Year awards for Apex Legends Mobile on both iOS and Android platforms. ♦ Developing training programs that have advanced the careers of numerous designers. ♦ Consistently delivering game designs that resonate with players and meet market demands. I'm eager to collaborate with new partners or join a forward-thinking team to create the next big success. If you’re looking for someone with a deep understanding of the game industry, proven leadership, and a passion for innovative design, let’s connect! #GameDesign #LiveService #Monetization #Leadership #GameIndustry #Hiring
421 Comment -
Mayank Grover
Sumo Digital announced a 15% cut in its workforce, roughly impacting 250 individuals. Among these 250 individuals was the team of Timbre Games, which also confirmed that the studio was being shut down. Timbre Games was founded in 2021 and made a part of Pipework Studios. Although Timbre had yet to launch any games, its website indicates that it was in the middle of two game projects. Unfortunately, game developers face more loss than the parent company when something like this happens. Who knows how Timbre's team might be coping after putting in millions of efforts to build the games and losing everything in a single blink? In their support, this is list 2 of some of the Timbreeos who were impacted by the closure. Every bit from the community counts, so requesting you all to help this reach recruiters and game studios currently hiring. Sophie Mallinson — In 2017, she was Arkane Studios' (Lyon) Narrative Designer who worked on Dishonored: Death of the Outsider and Wolfenstein: Youngblood. By 2019, she had become a Principal Narrative Designer for Arkane's Deathloop. It is quite interesting to note that after Arkane, she went on to work for EA on Star Wars and later for EA's own studio - Maxis Studios on The Sims Series. Nadia Lohan — With over a decade's worth of experience in Production, before Timbre, Nadia was a Producer at Blackbird Interactive and worked on Minecraft Legends. Notably, she has experience in the VFX industry and coordinated for blockbusters like Mulan, Guardians of the Galaxy, and Maleficent. Vivek Ramkumar — Here's a talented Game Designer who has worked on titles like Sleeping Dogs and Tryst, built his own first-person indie game, and has experience in LiveOps Design. Prior to Timbre, he was a senior Technical Designer for Relic Entertainment. Gerritt Turner — Before Timbre, Gerritt worked at Wizards of the Coast on a lot of Magic: The Gathering's writing, designing and overall creative. They even have an experience in Brand Writing for Hasbro. Yuliia Bocharova — Prior to Timbre, she was a Lead 3D Artist for Blackbird Interactive and worked there for 3+ years. You should check out her ArtStation portfolio: https://lnkd.in/gKEwykG5 Vincent-Gabriel Canadian — A talented VFX Artist who has worked for Studios like Frima, Behaviour Interactive, and Nesting Games. Vincent specializes in real-time VFX for video games! #layoffsupport
884 Comments -
Tina Merry
We've been hearing for months in games this mantra of "Survive to '25", so it's great to finally some good news about what we can expect coming out from VentureBeat. A couple of things that excite me particularly: ➡️ Seeing Nintendo emerge as a clear winner in the console sales race ➡️ More opportunities for smaller studios to launch new IP, as larger studios focus on live content and established franchises. #surviveto25 #indiegames #mobilegame #gamesindustry #cozygames #casualgames Simply Sweet Games #gamedev https://lnkd.in/gWxyGmvv
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🗝 Emilio García
#Creators #CreatorEconomy #YouTube #DigitalTools #AITools “…YouTube has introduced an incredibly powerful set of tools for creators that puts it on par with Chinese apps:” …”This is the complete armoury a creator needs to create, find and build audience and generate remuneration.” Read the post and article for more: #AI #Fans #FanEngagement #Remuneration #Beats #Audience #SocialCommerce #Videos #ArtificialIntelligence #GenerativeAi #GeAi #InteligenciaArtificial #InteligenciaArtificialGenerativa #IntelligenceArtificielle #IntelligenceArtificielleGénérative #GenerativeKünstlicheIntelligenz #KünstlicheIntelligenz #Music #MusicBusiness #Musica #MusicIndustry #Musique #Musik #MusicBiz #Tech #TechTools #TechInovation
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Pedro Pina
At YouTube, we're thrilled about the possibilities AI is unlocking for creators! We're committed to ensuring our creators and partners thrive in this new landscape, which is why we're building tools that safeguard their creative expression and give them more control. Imagine: - Protecting your unique voice: Our synthetic-singing identification technology will let you easily manage AI-generated content that uses your singing voice. - Controlling your image: We're developing tech to help you detect and manage AI-generated content that features your face. - Choosing your collaborations: We're exploring new ways to give you more choice in how third parties use your content to develop AI tools. We're passionate about empowering creators to embrace AI while maintaining control over their work. With these new tools, we're building a future where AI and human creativity go hand-in-hand on YouTube! See below for more information 👇
644 Comments -
Joe Minton
I just left a video call with yet another game studio executive trying to navigate having secured initial funding and now running out of cash with a potential closure of their studio looming. In addition to sadness, I can’t help feeling as though both the investors and the studio headed down an unnecessarily dangerous path from the start. Investors can play a critical role in the success of a game studio by providing capital and expertise. However, applying traditional investment models may cause developers to pivot from best practices in order to secure the investment. The unintended consequence is that risks can be added instead of mitigated, and it is important for both parties to navigate together carefully to avoid common pitfalls. Examples of these risks include making a game larger to increase potential returns, hiring a big internal team to maximize enterprise value, setting unmovable deadlines to keep the dates of future returns in place and, as faced by the studio I just spoke with, providing only initial funding. These decisions may lead to a riskier project to manage and one that is not attuned to the challenging reality that finding fun cannot be promised by a given date. Starting full production too soon is a recipe for the studio to risk cost overruns while piloting a battleship when the agility of a speedboat is still required. Without a clear funding path, a studio can end up burning investment capital intended for development on pitching and demos. Games are not well suited to ‘build ten things fast, expect nine to fail and one to skyrocket’. They need to be nurtured by oversight which advances step by step towards success. This doesn’t mean a game should be finished at all costs, it just allows the investor and developer to pull the plug on a project that is not coming together before full production, so that the team can focus on the next opportunity while there is money left in the bank. The good news is that digital games sell forever, and game franchises are strong platforms to build upon with sequels and additional content. For investors open to long term cash generation, games are a great match. If a fund has a maturation date, successful IP can be sold based on future revenues. Fundamentally, rather than pressing for a quick home run, the most consistent returns come from supporting quality studios making games iterated through feedback from the team, testing with consumers and learnings from the industry. This approach lays the groundwork for developing “singles and doubles” into powerhouse franchises. The greatest investor impact comes from adapting fund structures and return models to account for development best practices. Success hinges on a strong partnership of developers and investors together forging new ground that is aligned to the unique dynamics of the game industry.
43788 Comments -
Dan Finch 🏳️🌈🦋
Today I want to tell a story. I've been holding onto it for a specific circumstance, but in case that doesn't happen, forgive the rough edges. For the longest time, I wanted to be a games journalist. I've known how to play games and deconstruct their mechanics ever since I spent many school summer holidays playing the same Playstation games over and over. I would be the kid that would read games magazines, mostly for the cheat codes, on occasion spotting an article about the next Pokemon game that I just had to tell my friends about. I was never taught or told that being a "critic" or "journalist" was a career, let alone in games. Media Studies wasn't even a subject my high school taught until sixth form options, so I'd have to get by with learning how to deconstruct the written word - often Shakespeare or "Of Mice and Men" - in English Literature class. Jump forward to 2014/5. I was in University, with the freedom to learn about "the media" and online video (YouTube) as I had experienced through college. Despite being on a TV Production course, and though we students all knew the influence social media was going to play in our careers, games were still part of my plan. Through friendships and unsuccessfully trying out for the Student Union's monthly news series as a "games correspondent", I was able to work on a project with a criminology student who also liked games. He ran his own YouTube channel, as I had done under many brands and guises over the years, but he was more consistent. I came on board as his camera operator during EGX Rezzed and we made a few interview videos together. One of which I want to bring to the attention of Hyper Luminal Games. Yes, happy birthday Hyper Luminal! 🎉 We've both changed since this video about Big Crown Showdown! Congrats on releasing Pine Hearts - a wholesome cosy game that is a love letter to the simple life in Scotland. I can't wait to play the full thing - Melissa kindly showed me it at WASD this year, it really was charming! Things have a weird way of coming back around. I don't believe in karma, but I've been watching the work of many studios that I admire and wondered where I fit, thinking maybe there are some answers in my previous work. So, this little story is tale of never forgetting your roots, and celebrating them where you can! Also, if I may be a bit cheeky: If you ever have the availability Hyper Luminal, I would love the chance to join your team! I can assure you my on-screen presence and ability to manage events & communities is far better than what I could manage 10 years ago. I'm happy to work on a relocation plan up to Dundee, be that to work for the core studio under Melissa's expert & bubbly guidance, or having the opportunity to scout for Little Nook's next great wholesome story to share. Here's to both our next chapters! Video:
81 Comment -
Andrei Zubov
DeamPlus Games Earned $12M+ IAP Revenue Amids “Hoa Hoa Hoa” Season 🍂 Game of Vampires: Twilight Sun, an empire-building RPG, is the ultimate vampire fantasy brought to life. 🌘 Gothic castles, luxurious dark interiors, a spooky atmosphere — and a ton of pop-culture references! From Twilight and The Vampire Diaries to Blade and The Addams Family — this game is packed with nostalgic nods that resonate with players through its ASO, ad creatives, and character design. 🧛♂️🏰 The right timing and a touch of luck drive this success even further: with the game’s global launch, the unexpected revival of the Twilight franchise came into play! Millennials are fueling it with nostalgia, while Gen Z is having fun with those cringy moments the old movies have. ✨🧛♀️ For a deep dive into this phenomenon and the insights game developers can draw from it, check out Diana Levintova's fantastic article for AppMagic. Halloween couldn’t be a better time to dive into the industry insights, spooky vibes, and, of course, “hoa hoa hoa” 🎃👻 Link in the comments! 👇
281 Comment -
Niko Vuori
I really enjoyed this conversation with fellow Zynga alum Michael Martinez, founder & CEO of casual mobile studio FunCraft. In this episode of the Naavik podcast, we discuss how Michael built a $35 million revenue run rate company with not one, not 2, but now 3 hit games in the highly competitive casual word game genre on mobile. Some great lessons for any gaming entrepreneur, including: - Bigger is not always better: Funcraft's team size will surprise you! - Speed is of the essence: this is one advantage startups have over larger incumbents - Ad monetization works: Funcraft generates impressive ARPDAUs from ads alone and is able to do LTV-positive UA against them - Remote culture can be an asset: it opens up hiring globally - Failure provides valuable learnings: Michael talks candidly about the failure of his prior gaming startup, Juicebox Games, and what he's doing differently this time around Real talk, with lots of real metrics to benchmark against.
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