Creative Director — GGPoker · GGVegas · NSUS Group
Bridging creative craft and design systems at a global scale.
GGPoker / NSUS Group · First year in role
Joined as a motion design specialist across 14 global regions. Volume was high, quality was inconsistent, and localization was entirely manual. I raised the bar — building a production system that doubled my output half-over-half and drove measurable improvements across every acquisition metric.
Over time I became the de facto Creative Ops Lead: the go-to for production decisions, creative standards, and tooling across all regions. I built MotionMind, presented it to the department, drove its adoption as the team’s primary production system, and set the quality benchmark others measured against.
2.1x
Raised average campaign CTR from 0.44% to 0.91%
3x
CPL efficiency — best at scale ($18.92 vs. $49.98 avg)
4x
CPA efficiency — best campaign ($107 vs. $429 avg)
2,000+
Deliverables completed in Year 1
Above historical baseline · 2.39% vs. 0.44%
Bad Beat — CrackedCPL · $18.92 vs. $49.98 team avg · 7,248 signups
$100K Weekly FreerollEfficiency · $165 vs. $429 team avg · 599 FTDs
October Giveaway21 campaigns — 2025
Streamlining a production pipeline to service 14+ regions is tough. Most teams solve it by adding headcount. I did it by moving, thinking, and working faster. By the time I reached six months in role, I had thoroughly examined the unique challenges of the high-volume, fast-paced workflow unique to GGPoker — and begun building the infrastructure to match it.
Cumulative Value — measured vs. 2024 H2 baseline
Measured vs. pre-2025 department rates (~$82 CPL · ~$700 CPA) · baseline: department historical average · campaign results: actual per-campaign rates · final gap ≈ $2.9M
1,000 deliverables in, I was spending less time art directing and more time generating a 'good enough' template 14 times per campaign.
So I built a system to solve the problem.
See how I built it →I built MotionMind for localization and resizing, and ran it on my own workload — if it breaks, it breaks my work first. Output doubled. Zero new headcount. The time automation freed went back into craft: Blender in what had been a purely 2D pipeline, sharper art direction, a more deliberate visual language. In a market flooded with cheap, templated creative, these were campaigns built on craft — not cost.