Sony Interactive Entertainment
Vice President Channel Digital Sales

Gaming has been a significant aspect of my life, as I have been involved in the industry since 1998. I started working for Sony Interactive Entertainment (SIE) in 2011, initially for PlayStation® in Minneapolis. Eventually, I became the manager of our Minnesota office, which had employees in various positions, including account managers, analysts, and sales coordinators. Our office housed Sony Pictures Entertainment, Sony Music Entertainment, and Sony Electronics, but there was not a lot of cross-collaboration with Sony group companies before I was there. I reached out, and we built relationship working together as we approached our retailers. Four years ago, I was thrilled to move back to Northern California to our headquarters in San Mateo to lead our North American sales commercial group for PlayStation. Then about two years ago, we started the globalization of our sales group and launched our PC game business within SIE. I now manage our global PC and voucher businesses that cover the PlayStation cards that take our consumers to our network. My global team works closely with the rest of global sales and business operations, marketing, and PlayStation Studios to make it all happen.

PlayStation has this incredible intellectual property (IP) featuring the best content and games in the world. Until recently, it was only accessible through our consoles, but now we are making our ground-breaking games and content available to an even broader audience by expanding our market size and providing access to PC gamers. It was an intriguing move as we are primarily a console company, and the PC game business operates differently. However, it is thrilling to establish and manage this business globally, and it presents a major opportunity for PlayStation to introduce our content and IP to more people. Two years into our PC game business, we have witnessed significant growth, and the response to our games on PC has been overwhelmingly positive.

Sony, specifically SIE, stands out for its remarkable level of collaboration, which is not always common in other companies. The company fosters a culture of support from leadership on down, creating a positive community, and it is a fun and vibrant workplace which inspires us to create some of the world’s finest games. I am privileged to be a part of a global team that draws talented individuals from all over the world. Our international perspective enables us to approach our work and innovatively impact the environment and the broader community. It is a lot of challenging work especially with our globalization, but it is also a company that recognizes the efforts and the successes that we are having. Sony, as a whole, has always had an eye on the future, the consumer, and empowerment. Working with such a fantastic company with strong values and passion has been an unbelievable experience.
In reality, gaming is enjoyed by everyone, regardless of their background, culture, or age. There is something for everyone, making it an inclusive activity. Additionally, gaming is an excellent way to socialize, which has become especially important during the pandemic. These are the aspects of gaming that I appreciate the most. The work excites me because it constantly changes and changes for the better. Thinking back to when I started in the industry in 1998 to where it is now, it couldn’t be more different. At the time, PC gaming would come out with multiple disks in a big PC box. Digital wasn’t a thing. When I came to Sony, the company didn’t have a digital voucher or PC business. It was only consoles, software, and accessories. It wasn’t a world where our IP could be available beyond games, but now you can see our content on the big screen and in television shows like “The Last of Us”. Moving forward, I am excited about the global nature of our company, working with Sony group companies, and just seeing what’s next.

Another thing that makes SIE and Sony great is the willingness to give back to society. As one of the world’s leading brands, we are responsible for positively impacting our community. When I came to find out that many children struggling with critical illnesses wished to visit PlayStation or own a PlayStation console, I started a volunteer-based Make-a-Wish group in our local San Mateo area to provide wishes for these kids. When a Make-a-Wish kid comes to the campus, everyone in the office comes to the front to welcome the child. We take them on tours, to sound stages, and on a shopping spree in our PlayStation Store. Everyone on campus provides us with their support. We are also lucky to have amazing studios that contribute autographed posters, hardware, or collectibles, which we auction off. In the last four years, we have raised over $500,000, granted over 36 wishes for kids, and received an award within the company. Working with the Make-a-Wish kids impacted my life, and it’s been one of the most rewarding things I have done since being with PlayStation. I know that life can be difficult, and everyone has tough times, so I feel fortunate and privileged to be a part of it.

The title, organization, and duty are the ones at the time of interview.