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  Here, from her LinkedIn page, is her own words on her accomplishments at Paradox Development.

  • "Established fully self-funded development studio. Hired initial team, secured studio space, and obtained first project all within 6 months. Oversaw product development, operations, HR and finance and built well-respected studio whose clients included SegaEA., InterplayDisneyVirginActivisionEidosMidway and Mattel.
  • Grew company from $0 to annual revenues of $7 million, and from 10 people to 100 at the peak. Became profitable within 12 months and maintained debt-free status for 10 years.
  • Delivered every game on time and on budget 13 by setting expectations clearly, establishing realistic schedules and holding teams accountable. 
  • Gained well-deserved reputation for being able to deliver quality projects to tight deadlines – for example, created ‘X-Men: Mutant Academy’ for Activision within 6 months to enable simultaneous game/film release.
  • Led development of ground-breaking game Thrill Kill for Virgin, which allowed four players to fight simultaneously in the same room for the first time. Despite not being officially released, the game became a cult favorite with gamers and is still widely played.
  • Convinced Midway to allow Paradox to develop a Mortal Kombat game – the first time an external studio had worked on an MK game. Midway was so happy with the results that they offered an additional project and subsequently acquired Paradox."

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