Company
Games Are Cultural Infrastructure
Games shape how people think, connect, and see the world. The studios that make them deserve tools as ambitious as the work itself. We built Iridae because we believe better decisions lead to better games, and better games matter.
Studios make thousands of bets across years of development, most on incomplete information, many irreversible. We started Iridae because we kept watching talented teams make costly decisions too late, armed with tools that only explained what already happened. Iridae is the decision layer that should have existed all along: proactive intelligence that helps studios act while change is still cheap.
Who We Are
Charles Hinshaw CEO
Charles is a technical CEO who has built products, growth systems, and core workflows for large creative markets. As employee #15 at Unity, he helped shape how games are made and shipped at scale, built and ran Unity’s product-led growth engine from the ground up through Series B, and later served as principal product architect behind one of the industry’s largest professional marketplaces. He combines deep product intuition with hands-on technical execution and has spent the last decade working with studios through high-cost decisions under uncertainty.
Emil Johansen CTO
Emil is a software developer who has made complex infrastructure scale across the game industry and big tech. An early Unity employee (#22), he helped build foundational frameworks adopted by leading technology companies and game studios worldwide. He later shipped the first AI tool in the Unity ecosystem, and has spent over a decade consulting with game tech and AI companies. At Iridae, he leads the engineering that turns research into production systems, ensuring every layer of the platform performs reliably at the scale studios demand.
Ghazaleh Mobkie COO
The most scalable systems don’t matter if the organization supporting them can’t scale with them. Ghazaleh is a hands-on COO who builds the operational backbone that lets a company grow without breaking. An early Trustpilot employee (#38), she built and scaled global customer success from the ground up. She later led and grew Dixa’s entire customer organization through Series B. At Iridae, she owns everything from hiring and process design to partner operations, keeping the organization as tight and responsive as the product itself.
Soren Lass Developer Relations
Soren spent nearly a decade at Ubisoft, rising from product manager across the Nordic region to international brand manager at Ubisoft Montreal, where he led go-to-market for major franchises including Rainbow Six Vegas. For the past twelve years he has worked independently as a business development consultant for game developers, publishers, and investors across Europe and North America, focused on strategic partnerships, publishing, and go-to-market strategy. At Iridae, he brings that network and commercial instinct to developer relations, connecting the platform to the studios and partners who need it.
Alessandro Canossa ML & Research
Alessandro is one of the foundational researchers in game analytics and player behavioral modeling. His work on play-personas, spatial behavior analysis, and motivation modeling has shaped how studios understand players, with over 700 citations on the defining text in the field. He spent nine years at Massive Entertainment (Ubisoft), most recently as Senior Consultant after leading data research across live titles. At Iridae, he drives the ML and research that powers the platform's intelligence, turning years of academic rigor into systems that help studios make better decisions with real evidence.
The Science of Game Development
Our work sits at the boundary of frontier research and production engineering. We study the harder parts of game intelligence: uncertainty, taste, cultural dynamics, and live decision-making, then turn it into systems studios rely on.
Our TechnologyEvery Role, Every Phase, Every Scale
Iridae is a single intelligence layer that adapts to each role, development phase, and studio size. From a solo developer's first concept to a large publisher's live portfolio, the platform shapes itself to how your team works, not the other way around.
Our SolutionsQuestions and Answers
How does Iridae actually work? What data does it need? How is it different from analytics, BI tools, or the AI features shipping inside existing platforms? We've collected the questions studios and partners ask most and answered them as directly as we can.
FAQWhat would you build with better signal?
Tell us about your studio and the decisions that keep you up at night. We'll show you what Iridae looks like for your team.
Need publisher-ready market proof? GMRL turns your pitch, design docs, or Steam page into a clear market read with drop-in visuals.