Technology entrepreneur
and investor.

#domore

I build companies and invest across the internet, games, and emerging technology.

Since 1999, I’ve worked from the first lines of code to global launches, bringing together product, engineering, and the business behind them.

 

From code to companies.

 

I’ve spent my career building through changes in technology: bringing games to Xbox Live Arcade, founding innoWate, and helping grow Game Insight across web, social, and mobile. Each move meant learning a new platform, finding an audience, and building a business around it.

That experience shapes how I invest. I look for founders with a clear product vision, a deep understanding of their customers, and the ability to execute. I bring the perspective of an operator who has assembled teams, shipped products, and built the technology and distribution behind them.

Today, I’m interested in how AI changes the way software is built and what people can create with it. My focus extends from games and consumer internet to new tools, platforms, and businesses beyond them. I keep learning by building.

Companies & selected work.

 
 

Earlier companies and products

Game Insight, 2009

I helped build Game Insight into a global games business with $1B+ in lifetime revenue. We helped define a generation of social and mobile games, from free-to-play simulation and tycoon titles to hidden-object adventures and competitive multiplayer.

Franchises including Airport City, The Tribez, Paradise Island, and Mystery Manor became evergreen businesses, engaging players across platforms for more than a decade. Game Insight earned repeated recognition among PocketGamer.biz’s Top 50 Mobile Game Developers worldwide.

Behind those games, we brought independent studios together with shared technology, marketing, and analytics. Creative teams had the freedom to explore, backed by the infrastructure to reach global audiences.

SuperCity, 2009
Facebook, innoWate

I left an executive role in Hamburg and returned to Riga to found innoWate. SuperCity was the idea I came home to build: an online world where players could create cities and connect them with one another.

Inspired by Chris Sawyer’s Transport Tycoon, we brought simulation games to the emerging world of free-to-play social gaming. My Country carried that vision onto mobile. Together, these titles helped establish the foundation and direction of Game Insight.

Heavy Weapon, 2007
Xbox 360

One of the games I’m proudest to have worked on. We took Josh Langley’s original single-player game at PopCap and turned it into a four-player experience for Xbox 360.

Working with Jason Kapalka, we spent more than a year developing local and online multiplayer, with players able to drop in and out mid-session. The challenge was to preserve the precision of the original while making the shared experience more intense. Watch Heavy Weapon in action.

GamingOS, 2007
Web platform, CTXM

In 2006, I set out to bring an Xbox Live-style experience to the browser: games, social features, and real-time voice and video. We built original titles, licensed games from studios including Nevosoft, Alawar, and ENKORD, and connected them through a shared platform.

GamingOS expanded into multiplayer card games and free-to-play social casino, combining content, distribution, and payment models such as SMS billing through Fortumo. It became a Le Web 3 finalist in 2007.

The platform later powered Marvel-branded games and continued as GamesOS. CTXM was subsequently acquired by Playtech.

Xbox Live Arcade, 2004
Consoles, CTXM

My team at CTXM, in partnership with Oberon Media, helped bring downloadable games to Xbox Live Arcade from the start. Five of the six titles pictured here were brought to the platform by our team.

I wrote the original Bejeweled Xbox prototype on a puzzle engine I had built. That work grew into more than 20 Xbox games developed, rebuilt, or ported, including launch titles for the original Xbox Live Arcade and Xbox 360. It was an early lesson in what a new distribution platform can make possible.

Wheel of Fortune, 2003
Web gaming, CTXM

As a founding employee of CTXM, I helped recruit the client development team and built the player experience for the product the company was created to deliver.

Wheel of Fortune combined a complete game client with interactions such as dragging chips onto a spinning wheel. It helped establish relationships with major UK operators including SportingBet, Victor Chandler, and Paddy Power, and was followed by dozens of fixed-odds games. The work laid the foundation for a business spanning games, technology, and distribution.

Do more.
Let’s build what’s next.