Head of Publishing  ·  Game Industry  ·  2026

Yusuf. Builder of things.

Games. Teams. Revenue.  From zero to market — and then the market.

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Barcelona, ES
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Selected work  /  2020 — present

Work.

01 / 03
CrazyGames  ·  2024 — Present

Built a publishing unit from zero to seven-figure revenue in under a year.

Publishing Growth Team Building
7-FIG ARR · Built from $0
#1 Mobile chart position
7 Team members hired
APP STORE · TOP CHARTS TODAY 1 RAGDOLL RUMBLE CRAZYGAMES · ACTION 2 TILE TACTICS 3 SKY DRIFT .IO 4 NEON PARKOUR 5 BAKERY BOSS ARR GROWTH $0 7-FIG Q1 Q2 Q3 Q4 Q5 Q6 Q7
02 / 03
Quilt  ·  2023 — 2024

Solved a content bottleneck. Shipped 50+ games in under 4 months.

Game Production Pipeline Leadership
50+ Games delivered
<4mo Delivery window
BACKLOG IN REVIEW QA SHIPPED SPRINT · 14d 48 ACTIVE +50
03 / 03
Pixelized Studio  ·  2020 — 2023

Co-founded a game studio. Led a team of 12. Wrote the code myself.

Co-Founder Unity C#
12 Team size
2.5yrs Built & led
> void Start() { /* ship it */ } > public class Studio : MonoBehaviour > -- 12 contributors, 1 codebase > unity 2022.3 · c# · 2020→2023 PIXELIZED/ ENGINE ROOM
— On how I work —

I don't send strategy decks.
I become the strategy.

From founding a studio to running
a publishing department like a startup —
the through line is always the same:
find the gap, build the system,
grow the number.

The game industry moves fast.
Most advice is already stale.
Mine comes from the floor.

Experience 2016 — Now
CrazyGames Head of Publishing 2024 — Now
Quilt Head of Game Production 2023 — 2024
Pixelized Studio Co-Founder · CTO 2020 — 2023
ITU Generation Connect Europe Youth Envoy 2020 — 2023
Earlier Freelance Development & Engineering 2016 — 2020
Global Presence 2020 — 2023
ITU Council 2023 Speaker · GC-EUR Representative Geneva, CH
Misk Global Forum ITU Generation Connect Delegate Riyadh, KSA
GC Global Youth Summit German Delegation · GIZ Kigali, Rwanda
Hyper Games Conference Panelist · Hypercasual Market Ankara, TR
Advisory · 2026

What I can do for you.

Yusuf joined our team as our first Game Producer. Whether building the game team, ideating features, or driving partnerships, he showed a strong ability to adapt to any challenge. What sets Yusuf apart is his proactive approach — constantly seeking feedback and ways to improve.
Prahlad Krishnan  ·  Founder, Quilt
01

Game Publishing
Strategy

How to position your game for maximum reach. Platform selection, timing, launch planning, and the unglamorous spreadsheet behind it all.

Learn more
02

Monetization
& Growth

From free-to-play loops to B2B publisher deals. Designing systems that generate real revenue — not slideware.

Learn more
03

Team & Department
Building

How to hire your first three people and build a machine around them. Startup logic inside a company that has forgotten how.

Learn more

3 studios. 4 months each. One spot open.

Q3 2026  ·  Embedded partnership model

The 4-month rhythm.

M 1 01 Diagnose

Audit metrics, find the bottleneck — retention, playtime, or monetization. Agree on the bet.

M 2 02 Intervene

Ship the right product update first. Validate the LTV foundation before any UA spend.

M 3 03 Expand

Launch on a zero-cost platform first. Use that cash flow to fund mobile UA without burning capital.

M 4 04 Scale

Run validated UA with the right partner. Compound through ongoing optimization. Document the playbook.

What you walk away with.

  1. 01A multi-platform scaling roadmap matched to your specific game.
  2. 02A vetted UA partner shortlist — no random discovery calls.
  3. 03A monetization integration plan with the right sequencing.
  4. 04Live launches on 1–3 new platforms during the engagement.
  5. 05A written playbook your team keeps and reuses on every future game.
  6. 06Weekly partner-level access — 3–4 hours of calls plus async, every week.

Built for operators,
not browsers.

For
  • Funded studios with at least one game showing real traction.
  • Teams who want the playbook — not an agency taking a cut of revenue.
  • Operators willing to work shoulder-to-shoulder, not from a deck.
Not for
  • Pre-launch studios still hunting for product-market fit.
  • Solo devs looking for free advice.
  • Anyone who wants a strategy email and never to talk again.
///  Start a conversation

Let's build
something real.

Not ready yet?  →  Follow the build onLinkedIn