Los Altos, CA  ·  Berkeley Haas MBA '26

Musa M Sayyed

Product and Studio Executive

AAA & Live Apps  ·  Spatial Platforms  ·  AR/VR  ·  AI

Building products, teams, and new platforms that earn their place.

Built for two kinds of leadership: product organizations shaping new platforms, and studios shipping ambitious interactive experiences. Berkeley Haas MBA '26 adds formal depth in strategy, operations, and AI-enabled execution to a career already built on shipping products and leading teams.

Product leadership with real studio depth.

I've spent 20+ years shipping products and leading teams across AAA games, live-service mobile, AR, and spatial computing, from LucasArts and Activision to Niantic and WildLife Studios, to founding ImmersiveXLabs and shipping on Apple Vision Pro.

I have owned roadmaps, feature definition, live-ops calendars, creative pipelines, and distributed teams across the US, Brazil, Israel, Vietnam, and Australia. That makes me relevant to both product leadership roles and Head of Studio roles: I can work across engineering, design, art, business, and production without losing the commercial thread.

Berkeley Haas adds formal depth in strategy, operations, finance, and executive decision-making to a career already built on shipping products and leading teams. My architecture background remains a useful differentiator, especially in spatial computing, worldbuilding, and systems thinking. Current work with AI tooling and spatial platforms keeps me close to where new categories are actually forming, and more grounded in how new technology changes cost structure, operating models, and business outcomes.

Musa Sayyed

Currently

Founder & CEO, ImmersiveXLabs
Berkeley Haas MBA '26, focused on strategy, operations, and AI-enabled business execution

Open To

VP Product · Head of Studio · Product & Design leadership

Previously

WildLife Studios · Niantic · Kixeye · GREE · LucasArts · Activision

Based In

Los Altos, California

20+ Years Shipping Games & Products
$1B+ Revenue Contributed
60% Production Cost Reduction
Vision Pro First-Gen App Founder

Built to lead products, studios, and platform shifts.

Technical Background

Technical depth that adds leverage.

I have stayed hands-on across Unity / C#, AR pipelines, spatial interaction, shader work, and AI-assisted production tooling. That gives me an unusual advantage in product and studio leadership: I can work across engineering, design, art, and platform constraints without losing precision or slowing the team down.

Hands-on stack

Unity / C# · gameplay systems · UI implementation · AR pipelines

Platform depth

visionOS / SwiftUI / RealityKit · Meta Quest · location-based AR · mobile and console constraints

Rendering and tools

Shader / HLSL · engine-side optimization · pipeline rebuilding · AI-assisted production tooling

Why it matters

I can bridge product, design, art, and engineering because I have worked close enough to each layer to understand where the real tradeoffs live.

Leadership, platform thinking,
and evidence-based decisions.

How I Lead Direction and delegation across distributed teams - clarity, feedback cadence, and protecting creative velocity without losing the commercial thread.
Designing for the Platform Every platform has constraints that shape the whole product - battery, context, session length, ergonomics. Design must account for where the device is used, not just how.
Product & Testing Retention curves and A/B data tell you more about what players value than any meeting. Decisions from behavior, not instinct - and testing in real conditions, not a conference room.

Built across studios, platforms, and new categories.

Div Zero - Apple Vision Pro
01 2024 - Present Current

ImmersiveXLabs Founder & CEO

Founded a spatial computing studio shipping immersive experiences for Apple Vision Pro and Meta Quest. Shipped Div Zero, a Vision Pro title designed around presence, gesture, and mixed reality, while also using the studio as a proving ground for lean AI-assisted production and platform-native product thinking.

Apple Vision Pro visionOS Meta Quest AI Workflows
Div Zero →
WildLife Studios - Sniper 3D
02 2021 - 2023

WildLife Studios Director of Content (Art, UI/UX, Marketing)

Led a cross-functional team across the US, Israel, and Brazil on a live-service mobile title. Drove 100% revenue growth through feature velocity, live-ops discipline, and monetization optimization while keeping execution reliable across a distributed org.

Live-Service Mobile Product Strategy Studio Leadership
Niantic AR - location-based experiences
03 2020 - 2021

Niantic Senior Art Director, AR Experiences

Led cross-functional AR art, UX, and product definition on next-generation location-based gameplay built on Niantic's platform. Helped shape AR visual systems in Unity, worked through in-field testing, and operated in the feedback loop between product needs and platform capability.

Augmented Reality Location-Based AR Unity Platform Feedback Loop
View project →
War Commander - Kixeye
04 2014 - 2019

Kixeye & GREE Director, Art & UX / Senior Art Director

Owned creative direction and product execution across two live-service studios spanning strategy and mobile. At Kixeye, led a geo-distributed team tied to a $50M revenue portfolio. At GREE, directed a 25+ person team across the US and Australia.

Strategy Games Mobile Live-Service Product Execution
LucasArts - Star Wars AAA
05 2005 - 2014

LucasArts & Activision Art Director

Led creative direction on Star Wars titles at LucasArts, managing 60+ person teams across multiple AAA cycles, rebuilding production pipelines, and aligning with Lucasfilm on franchise IP. Earlier shipped four titles at Activision while optimizing engine-side workflows across platforms.

Star Wars AAA Games Lucasfilm Studio Operations
View project →

Open to the right conversation.

Open to VP Product, Head of Studio, and product-design leadership roles across games, spatial computing, AR/VR, and AI-driven platforms.