Johan Peitz Email & Phone Number
@muskedunder.com
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Who is Johan Peitz? Overview
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Johan Peitz is listed as Chief Monkey at Apskeppet at Apskeppet, based in Sweden, Sweden, Sweden. AeroLeads shows a work email signal at muskedunder.com and a matched LinkedIn profile for Johan Peitz.
Johan Peitz previously worked as Chief Monkey at Apskeppet and Chief Product Officer at Hiber. Johan Peitz holds Msc, Computer Science, Computer Engineering from Chalmers University Of Technology.
Email format at Apskeppet
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AeroLeads found 1 current-domain work email signal for Johan Peitz. Compare company email patterns before reaching out.
About Johan Peitz
For the last 20 years I’ve had the fortune to build up a proven track record in game development ranging from independent self publishing and social games, to big brand advertising and AAA mega budgets. I’ve spearheaded and coached cross functional teams, developed and sustained global smash hits, and successfully started, led, and sold companies.Structured and highly organized, I thrive in dynamic environments where my broad range of experiences and positive mindset can make a difference - every day.• focused on accessible and fun user experiences that drives business• deep understanding and experience from all disciplines in the game industry• keep it simple stupidSpecialties: product and business development, reducing clutter, focus on the right things, analysis and breakdown, live services, game development
Listed skills include Game Design, Game Development, Social Games, System Architecture, and 23 others.
Johan Peitz's current company
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Johan Peitz work experience
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Chief Product Officer
- As Chief Product Officer my aim is to bring clarity to where we are going as a company so that everyone understands how the vision and our strategy fits together with the daily work.
- With strong focus on clarity and structure I work with both leadership and product leads to break down company vision and strategy into actionable work streams.
- Handling operations across the company ranging form setting up processes for our development teams to drive leadership strategy and agendas.
- As part of the company leadership team we worked together in our Series A to successfully raise $15M.
Producer
- I own and drive the game vision with the rest of the production team, delivering consistency and clarity to the development teams. Specifically I manage our post release live service efforts together with a cross.
- Leading and inspiring a 40+ strong global development team to keep delivering outstanding game experiences post launch.
- Responsible for creating and aligning product plans and roadmaps, driving prioritisation for our feature teams.
- Partnering with our data analytics teams to define actionable measurements.
- Functioning as main hub and communication point for all internal partners, ranging from legal and localisation, to quality assurance and marketing.
Head Of Games
- I manage our production of games developed both in house and by third party developers. Together with a team of game producers and product owners we take games from idea to full global release, whether it is a.
- Responsible for creating and communicating roadmaps and plans for the games programme.
- Motivating and leading a team of producers and product owners by aligning goals with organisational strategies for both internal as well as external development teams.
- Partnering with internal development and ops, as well as marketing and community management, to make sure all our services and products move in the same direction.
- Presenting and discussing plans and progress during company director board meetings.
Head Of Product Management
- I manage the direction and development of new features for the Palringo chat application. This includes groundbreaking features such as account-less sign up, and new innovative chat games that set revenue records.
- Leading a team of product managers planning and implementing a range of new features and functions across the entire Palringo product portfolio.
- Working with community management to prioritize features which drives both user benefit as well as business KPIs.
- Defining actionable metrics to follow up on results and identify opportunities for optimizing existing user journeys and flows.
- Communicating product direction and strategy to the full team on a frequent basis.
Co-Founder & Creative Director
- As creative director I lead the company’s endeavour to leverage our presence on social media onto smartphone games. During this time we created and successfully launched several follow up games to our most popular.
- Evaluating current industry trends and staying alert to popular genres and KPIs.
- Leading the team through creative sessions to generate ideas and overcome challenges.
- Directing and supervising the daily development, planning, and release of multiple smartphone games.
Cto / Director Of Social Games
- As CTO I set the foundation for our technology which would be used to create premium flash games for global brands ranging from Pepsi and Disney, to McDonalds and Paramount Pictures. As the studio grew we started.
- Laying the foundation for our Flash/Actionscript core technology.
- Planning and setting the direction for multiple social games on Facebook.
- Reviewing talent needs as well as interviewing and hiring additional staff.
Game Designer
- At the Interactive Institute I worked within an EU funded project with an overall aim to break games out of their screens.
- Designing and implementing location aware mobile games.
- Augmenting traditional board games with computational power.
- Authoring several research papers which were presented at global research conferences.
Founder And Creative Force
- Free Lunch Design was the label for my company and game making endeavor for many years. Some of the games developed became global viral smash hits well before social media was invented and came to reach millions of.
- Designing, developing, and releasing several popular PC games.
- Managing a thriving indie game loving community.
- Freelance programming and consultant in the game industry.
Lecturer
- As lecturer I structured and implemented an eight week course in game engine architecture.
- Planned and held lectures to final year master students.
- Tutored and guided students during their examination projects.
Assistant Lecturer
Planned and implemented workshops and lectures for game design courses. Also tutored and guided students during study groups and meetings.
Game Programmer & Designer
At Nokia I was tasked with porting a popular mobile phone game (Triple Pop) to one of their new set-top boxes which ran on Linux. Even though the work was complete, the actual box was unfortunately never released.
User Experience Designer And Programmer
I was in charge of designing and implementing the user experience as well as the visuals for a decentralized collaboration and planning tool. Basically a messaging app run on desktop with shared workspaces.
Johan Peitz education
Msc, Computer Science, Computer Engineering
Natural Sciences
Education record
Frequently asked questions about Johan Peitz
Quick answers generated from the profile data available on this page.
What company does Johan Peitz work for?
Johan Peitz works for Apskeppet.
What is Johan Peitz's role at Apskeppet?
Johan Peitz is listed as Chief Monkey at Apskeppet at Apskeppet.
What is Johan Peitz's email address?
AeroLeads has found 1 work email signal at @muskedunder.com for Johan Peitz at Apskeppet.
Where is Johan Peitz based?
Johan Peitz is based in Sweden, Sweden, Sweden while working with Apskeppet.
What companies has Johan Peitz worked for?
Johan Peitz has worked for Apskeppet, Hiber, Ea Gothenburg, Palringo, and Free Lunch Design.
How can I contact Johan Peitz?
You can use AeroLeads to view verified contact signals for Johan Peitz at Apskeppet, including work email, phone, and LinkedIn data when available.
What schools did Johan Peitz attend?
Johan Peitz holds Msc, Computer Science, Computer Engineering from Chalmers University Of Technology.
What skills is Johan Peitz known for?
Johan Peitz is listed with skills including Game Design, Game Development, Social Games, System Architecture, Creative Solutions, Interaction Design, User Experience, and Video Games.
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