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Micr
Building an integrated social gaming product while making its reliability, recovery, security, and operating cost measurable.
- Role
- CTO
- Scope
- Product direction, UX, architecture, and infrastructure
- Stage
- Active beta with product surfaces at different stages of release
- Current focus
- Reliability, recovery, observability, security, and operating cost
The context
Micr is being built to help players move from one-off matches into compatible squads and lasting communities. The product spans matchmaking, community, real-time communication, events, tournaments, creator experiences, and desktop surfaces. That breadth makes product decisions inseparable from the platform underneath them.
My work
I lead the decisions across the full system: what the product should do, how the experience holds together, where technical boundaries belong, how services fail and recover, and what the product can responsibly claim. The goal is not architecture for its own sake. It is a product that can become clearer, safer, more measurable, and more economical as it grows.
- Define before claimingTurn broad scale language into concrete workloads, service objectives, recovery expectations, and evidence gates.
- Design one productKeep matchmaking, communities, communication, events, and creator surfaces coherent instead of treating them as unrelated features.
- Make operations visibleConnect observability, deployment, access control, and recovery work to actual product risk.
- Include the economicsTreat variable infrastructure cost and support burden as product inputs, not surprises after launch.