Woody WuWW
Community & Player Experience

Hook the audience,
anchor the community.

Community builder shaped by League and Riot and has spent a decade getting immersed in the games industry.

10+ yrs Experience
Player First Philosophy
Content Producer
Discord Native
About

I've been a gamer my whole life, Dota, StarCraft II, League, TFT, Witcher 3, and lately a lot of survival-craft co-op with friends now that I'm a dad and the ranked grind takes a back seat.

My career has been one where I've always championed the player. I started in community at Riot Games in the Oceania region (running community touraments and streams before there was even an OCE server or office), then built high school esports across the region with META High School Esports (backed by the Adelaide Football Club). I joined PlaySide, one of Australia's biggest studios, running Discord communities directly as Senior Community Manager, then stepped into product management to pair player feedback with game data. Today I'm a GM directing both engineering and content teams in a start up environment helping Shannon Bennett bring his AI powered recipe platform to life.

I'm self-directed, high agency, and helping create great player experiences with like minded people is where I want to be.

What I bring

  • Hands-on Discord community building, closed playtest to public
  • Directing content & production teams end to end
  • influencer and advocate fostering and management
  • APAC time-zone reach for Asia growth
  • Experimenting with AI constantly
  • Outcome over scope: Eliminates bottlenecks without fussing over job descriptions.
Experience
Where I've done the work.
General Manager, Culinary Wonderland
Jan 2026 – Present

Run the two pillars of a small company end to end: a tech team shipping a mobile app and website, and a content team where I own the filming and editing workflows. This is where I direct production directly, day to day.

Product Manager, prev. Senior Community Manager, PlaySide Studios
Feb 2022 – Jan 2026

Four years at one of Australia's biggest studios. As Senior Community Manager I ran Discord communities directly for titles including Age of Darkness and World Boss (pre-release included), then stepped up to Product Manager on Candy Critters to pair player feedback with mobile data to inform and plan gameplay updates.

League Commissioner, then Esports Adviser, META High School Esports
Mar 2018 – Jul 2022

Built and ran high school esports across the region, hundreds of schools participating. META (backed by parent company the Adelaide Football Club) exists to engage students and esports fans through their passions to build life skills and educational outcomes, and to get schools to see esports the way they see sport.

Community Specialist, Riot Games Sydney
Jun 2014 – Oct 2017

Improving the player experience across the Oceania region. I managed community projects that brought players together tournaments, viewing parties, and local programs and grew the local scene. A bit out of the box, but two key outcomes I'm proud of was, one getting a OCE skin across the line (Cosmic Reaver Kassadin), even if it wasn't perfect. Two, helping OCE keep draft queue by advocating for it internally and then working with the local team to run a test to prove OCE population could sustain it.

Approach
How I think about growth & discoverability.

Success on Steam begins with product design, not promotion: make a game in a high-demand genre with an immediately clear hook, optimize your store page so players get the premise in seconds, and use a compelling, replayable demo alongside festival beats to build the wishlist momentum that forces the Steam algorithm to amplify you.

01

Initial attention, start with the magic, then the first spark

Nothing on the ladder works without "the magic", a game people actually want, winning either on seeing is believing (a look or concept that spreads itself on Reddit, TikTok, Twitter) or playing is believing (a loop or niche that hooks once people get hands on it). My job is to find that hook and light the first spark, a viral post, a demo drop, or the right streamer picking it up.

02

Continued growth, page and demo out early, bank the long tail

Put the Steam page and demo up far earlier than feels comfortable. Every month a "Coming Soon" page is live, wishlists quietly accumulate and organic Steam traffic builds a long tail. The earlier we start collecting, and the earlier the community forms around it, the bigger the banked wishlist base is when it counts.

03

Curated exposure, trade proof up for bigger stages

Once there's proof, viral engagement, real streamer numbers, wishlist velocity, I trade up. That evidence is what gets you into larger outlets and showcases (IGN, the PC Gaming Show, Day of the Devs).

04

Steam featuring, make the algorithm do the heavy lifting

External traffic is really about triggering Steam's own systems, Discovery Queue, "More Like This," Popular Upcoming. Once those fire, visibility multiplies on its own. Snowballing into front-page placement at Next Fest.

05

Launch, convert banked wishlists into a day-one spike

Launch is where the banked wishlists get cashed in. A concentrated day-one sales spike is what lands a game on "New & Trending", which becomes its own next wave of visibility. The whole run-up, and the community you've built, exists to make that first day hit hard.

06

Long-tail curation, earn the sustained slots

Strong lifetime revenue changes the relationship with Valve: reach the higher tiers and you start getting invited to featured slots like Daily Deals, the placements that drive revenue long after launch. Community is what keeps that tail alive; an engaged player base is what keeps a game worth featuring.

While I haven't led a wishlist campaign from scratch, I deeply understand the modern game discovery playbook: high-velocity beats, algorithmic hooks, and conversion over vanity metrics.

Content that works
Learning from what's already landing.

I take my cues from content that's already working for a similar audience, then apply a data-informed approach, reviewing what performs, understanding why, and iterating as we go rather than guessing.

Creators using targeted gameplay hooks

Short-form built around a clear hook. Framed to speak to a specific audience that gets them to watch and share with their friends.

Game page in action

The @enshroudedgame account is a strong reference for how a title's own channel can carry community and discovery, with a mix of dev updates, community content and strong gameplay-focused discovery content.

What I track across platforms

follows are a vanity metric. Social media is now "interest" media and algorithms need to see key signals to push your content across the network:

↗

Direct shares

People sending it to someone, the clearest signal it landed.

◈

Saves

Intent to come back, a marker of real interest.

◷

Watch time

Whether the hook actually captures interest

✎

Meaningful comments

Conversation over count, the start of community.

I treat these as the scoreboard, learning from every post and feeding it back into the next one.

Let's talk.

Based in Melbourne, Australia · happy to work across timezones to fit players, team, and partners.