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Ran Mo
Lead Product Manager at Electronic Arts (EA) - Ex-Google, BCG
Ran Mo is a dedicated professional with a strong passion for shaping the future of interactive media. Currently serving as a Lead Product Manager at Electronic Arts (EA), he oversees a product team that delves into various gaming platforms such as console, mobile, and emerging gaming opportunities. Prior to his current role, Ran Mo's rich career history includes strategic positions such as working on the strategy team at YouTube and serving as a consultant at The Boston Consulting Group. Furthermore, his entrepreneurial spirit led him to establish a virtual reality theater in Toronto, showcasing his diverse skill set. Ran Mo's educational background is equally impressive, having completed his Master of Business Administration (MBA) with a focus on Business Analytics from The Wharton School, along with obtaining certifications such as passing all CFA examinations (I, II, III) from the CFA Institute. His academic journey also includes studies in Computer and Information Technology at the University of Pennsylvania, an exchange program at Esade, and a Bachelor of Commerce (B.Com.) from Queen's University.
Highlights
Since we launched Suck Up six months ago at Proxima, the game has been streamed and viewed over 100 million times across YouTube and TikTok. Now we’re taking the next step with two new features that we're very excited about!
First, we’re launching our UGC character creator, where any player can create any AI character in-game. We think this will unlocks an incredible diversity of play over time.
Second, we’re launching a mini-game that we think pairs really well with the UGC character creator: Suck Up Mic Drop, an epic rap battle experience.
From 8 Mile to ERB to Kendrick, rap battles have been a cultural phenomenon for a generation. Now our players can experience a piece of that phenomenon within Suck Up!
Ever wonder what it’s like to rap battle Rasputin as Mother Teresa? Now you can!
These two features are just the beginning. We have so much more in the works for Suck Up that we can’t wait to share.

Stumbled across the 2022 financial statement of Hello Games, the makers of No Man’s Sky. What a revelation.
136 million pounds (170 million USD) of cash on hand. Zero liability. 40 million in annual revenue from a six-years-old game that has no live service monetization. 84% gross margin and over 70% post-tax profit margin across the reporting two years. Almost $0 in marketing spend. All built with a team of 45 people.
The elegance of this financial statement would make any accountant blush. It shows the incredible capital efficiency of video games as a business.
The challenges of the past two years are a harsh reminder that the gaming industry has lost focus: hyper fixating on metrics rather than serving player needs; building with bloated teams; betting on “me-too” clones rather than investing in 0 to 1 innovation.
Hello Games’ P&L shows how lasting games businesses are built: focus relentlessly on players, product, and innovation. Build with a lean and hungry team. Be capital efficient. Create enduring value for players. Like Hello Games, Like Nintendo.
A great lesson for those of us building in this space.
