Hi, I'm Ramine Darabiha
Founder · AI-native product builder
I build and operate complete products with AI, end to end: native audio, hardware emulation, an agentic archive, WebXR. Before that, consumer products downloaded billions of times.
I care about products that expand human agency, reward craftsmanship, and make difficult technology feel natural.
AI-native product development
Since June 2026 I have shipped six systems, each with one accountable owner: a native macOS live-audio system, a Game Boy sound-chip emulator with a cartridge compiler, an agentic family archive, a publishing compiler, a developer catalogue, and a WebXR gallery. Each runs from research and design through engineering, infrastructure, verification, launch, and operation. A specification is not a product and a feature is not a system; the part between them is the part I own.
- PartyParty — Public beta. A native macOS and browser audio system that captures any Mac output and delivers 320 kbps LL-HLS to guests' iPhones against one fixed room target, selecting between venue-local and cloud-relayed paths through a five-state machine, with no guest app or account. Scope: Product strategy, interaction and visual design, native macOS app, Go streaming and relay architecture, guest web experience, Cloudflare infrastructure, testing, distribution, and operations
Visit product · View source · Join the TestFlight beta - Darabiha — Live. An agentic private family archive that reads multilingual source documents, reconciles people and relationships against an evidence graph, and makes audited changes under family control. My scope: Product strategy, archive reconstruction, data modeling, privacy and access design, interaction design, full-stack engineering, AI workflows, infrastructure, migration, testing, and operations
Visit product - Retro Porting Toolkit — Live. A collaborative publishing system for static recompilation, mapping ahead-of-time game translation, runtimes, hardware platforms, native ports, and the people building them. My scope: Product, positioning, information architecture, design, web engineering, publishing system, and editorial workflow
Visit product · View source - Chiptunes.app — Live. A register-level emulation of the Game Boy sound chip in the browser, a deterministic composer that writes complete songs for it, and an exporter that turns any of them into a 32 KB cartridge image, an LSDj song, or a MIDI file. The browser path and the cartridge path are checked against each other register write for register write on an emulated CPU. Scope: Product, interaction design, audio systems, engineering, infrastructure, launch, and operations
Use it · Follow the build · View source - ramine.net: AI-First Publishing — Production system. A Git-backed, AI-native publishing system built around a typed content graph, deterministic two-site compilation, fully prerendered routes, and agent-operable editorial workflows. Scope: Research, product strategy, information architecture, design, engineering, infrastructure, QA, launch, and publishing operations
Visit product · Follow the build - Spatial Gallery — Live. A dual-mode WebXR portfolio that runs as a gaze-and-pinch room-scale gallery on Apple Vision Pro and as the same real-time 3D scene on mouse and touch browsers. Scope: Product, spatial interaction design, WebXR engineering, performance, media delivery, and launch
Open project · Follow the build
About me
I build complete products, and I have built the teams that build them. My product sense runs from the system to the surface: architecture, interface, infrastructure, and release are work I do myself, not work I only direct. I get there early, often before there was a company to join: [a cloud OS](/projects/browser-based-os) in 2008, [IPFS](/topic/open-web) in 2016, [AI email agents](/projects/ai-email-workflows) in 2020, [decentralized identity](/topic/consumer-identity-architecture) in 2021, [agentic commerce](/projects/ai-store-manager) in 2025.
I helped pioneer [games as a service](/topic/games-as-a-service)[src](cite:talk-halfbrick-portfolio,talk-gdc-f2p-to-indie,data-gdc-talk-2015), leading R&D and product on [Angry Birds, Angry Birds Rio, and Fruit Ninja](/topic/angry-birds-fruit-ninja), 3 of the 10 most-downloaded games of all time[src](cite:press-cult-of-mac-ios-ranking,data-fruit-ninja-1b,data-angry-birds-1b). I worked in live-games portfolios of 50+ titles with billions of downloads.[src](cite:press-pocketgamer-storm8-portfolio,data-fruit-ninja-1b,data-angry-birds-1b)
Recognition
- Speaking: GDC (4×), TEDx, Stanford, The Family, Finnish Parliament, Queensland Government, Internet Archive, IPFS Camp
- In the press: El País, TechCrunch, Mashable, PocketGamer.biz, ArcticStartup, GDC Vault, Tezos Commons, Messari
- Patents: Event-based user rewards, Autonomously executed applications
- Contributor at: Game Developer, ReadWrite, SiliconANGLE, ArcticStartup
Selected past works
- AI Store Manager: An AI agent built to run the whole business behind a page: catalog, checkout, shipping, fulfillment. A working MVP, ahead of the agent wave.
- Spatial Gallery: A dual-mode WebXR portfolio that runs as a gaze-and-pinch room-scale gallery on Apple Vision Pro and as the same real-time 3D scene on mouse and touch browsers.
- Chiptunes.app: A register-level emulation of the Game Boy sound chip in the browser, a deterministic composer that writes complete songs for it, and an exporter that turns any of them into a 32 KB cartridge image, an LSDj song, or a MIDI file. The browser path and the cartridge path are checked against each other register write for register write on an emulated CPU.
- Games as a Service: Built Halfbrick's product function and turned Fruit Ninja, Jetpack Joyride, and the whole catalog into live services. The flagship passed a billion downloads.
- Product on Angry Birds: PM on the biggest mobile game in the world: platforms, ads, location, partnerships, and a toys-to-life unlock years before Amiibo.
- ramine.net: AI-First Publishing: A Git-backed, AI-native publishing system built around a typed content graph, deterministic two-site compilation, fully prerendered routes, and agent-operable editorial workflows.
- Identity Systems: User-owned identity, social-login wallets, and a gasless social rollup that Tezos core developers called the first of its kind.
- Retro Porting Toolkit: A collaborative publishing system for static recompilation, mapping ahead-of-time game translation, runtimes, hardware platforms, native ports, and the people building them.
- AI Email Agents: Rules, scripts, and actions that let software act safely on your inbox. An agent product shipped before agents were the pitch.
- Browser-Based OS: A web desktop with files, apps, publishing, and identity, used by roughly 72 million people before the browser-as-OS was a category.
- Decentralized Music & Social: DNS.xyz: one social login gave you a wallet you own, a portable identity, and a place to publish and sell directly to fans. Four surfaces, one platform on Tezos.
- PartyParty: A native macOS and browser audio system that captures any Mac output and delivers 320 kbps LL-HLS to guests' iPhones against one fixed room target, selecting between venue-local and cloud-relayed paths through a five-state machine, with no guest app or account.
- Darabiha: An agentic private family archive that reads multilingual source documents, reconciles people and relationships against an evidence graph, and makes audited changes under family control.
- Experimental Technology: 50+ prototypes across AR, procedural generation, new inputs, and the open web. R&D pushed until the novelty became play.
- Direct-to-Fan Music Platform: Artists publish, build community, and sell directly to fans. Some earned materially more here than streaming paid them.
- Smart Wallets: Sign in with Google or Twitter and get a non-custodial wallet you genuinely own. Account abstraction hidden behind a normal signup.
- Hyperminter: Drop in your art, edit metadata in bulk, mint the whole set in one click. The most-used batch minter on Tezos.
- Soundmojis: Collectible characters with sound, designed like premium toys you want on a shelf, not assets you wait to flip.
- The Consuming Shadow: Produced Yahtzee Croshaw's first commercial game, a Lovecraftian procedural horror. Very Positive on Steam, with one shot to get it right.
- A Change of Heart: A 48-hour jam win: an endless runner you steer with earphones in your pocket, used backwards as a motion sensor.
- Game Design for Music Drops: Leaderboards, collector tiers, and unlockable perks on a Kane Mayfield drop. Game design pointed at fandom.
Talks
- The Internet as an Extended Mind (TEDxHelsinki, 2014): Taking David Chalmers' extended mind seriously: memory, search, and recall already moved outside the skull. What that changes, and what to protect.
- Beyond Spotify: Direct-to-Fan Music (Industry talk, 2022): It takes roughly 600,000 streams a month to earn minimum wage. The case for direct-to-fan, and the platform we built for it.
- Design Patterns for the DWeb (DWeb Camp, 2019): Product and UX discipline for protocol-heavy systems: how the decentralized web starts feeling like software people choose.
- Publishing on the Decentralized Web (IPFS Camp, 2019): What a creator-owned Substack could look like on content-addressed infrastructure: consumer publishing for the permaweb.
- Design Deep Dive on IPFS apps (IPFS Camp, 2019): What an IPFS app needs before normal people can use it: hide the hashes, the peers, and the pinning behind a real product.
- Building the Finnish Startup Ecosystem (Stanford GSB, 2015): How Finland built a startup ecosystem out of culture and student energy, and what other regions can copy from it.
- Why Europe Needs a Sovereign Cloud (Finnish Parliament, Internet Forum, 2010): Cloud, privacy, and digital sovereignty are product and infrastructure decisions, not just policy. Argued in Parliament in 2010.
- Rebooting a Four-Year-Old Game to the Top of the App Store (GDC, Smartphone & Tablet Games Summit, 2015): How a four-year-old game most studios would sunset went back into the U.S. top 20, and the live-ops playbook it produced.
- Collaborate to Innovate (Queensland Government, Industry Briefing, 2015): Briefing the Queensland Government on Halfbrick Academy: students placed inside real production on globally shipped games.
- From Free-to-Play to Indie (GDC, Independent Games Summit, 2016): Which billion-download habits help an indie game, and which ones quietly kill it. Lessons from producing The Consuming Shadow.
- Angry Birds on the Web (Assembly Summer, Helsinki, 2011): Bringing Angry Birds to the browser when a web game still meant a banner ad: the open web as a real games platform.
- Building the Best Product Team in Mobile Games (The Family): Roles, cadence, and operating model: building the product function behind a mobile games portfolio. In French, at The Family.
- Reaching the Top 10 of the App Store (The Family): The playbook that takes a game into the App Store's top charts, told for a room of founders. In French, at The Family.
Articles
- How the Shape of Tokyo Trains Can Dictate Your App's Success (Game Developer, 2016): Product design lessons from Japan on how daily context, commute length, device posture, and attention shape what people actually use.
- Luxury Paid For in the Currency of Privacy (SiliconANGLE, 2010): A cloud-era privacy essay on the real cost of free products, user data, platform trust, and the tradeoffs behind connected services.
- What Nokia Got Wrong About Platform Strategy (Arctic Startup, 2011): A widely read platform-strategy essay on Nokia that became one of ArcticStartup's most-read pieces and was picked up by Helsingin Sanomat.
- How Rovio Builds a Brand to Last (ReadWrite, 2016): How Angry Birds became more than a hit game: brand systems, distribution, repetition, licensing, and long-term franchise strategy.
- Design Tips from the Designer of Fruit Ninja (ReadWrite, 2012): How Fruit Ninja's feel, polish, collisions, bounce, and rhythm were deliberately engineered to make every action satisfying.
- The Quiet Rise of the Hobbyists (Game Developer, 2012): How tools like GameMaker, RPG Maker, and Twine opened game creation to non-developers with ideas worth playing.
- 10 Lessons from Finland's Summer of Startups (ReadWrite, 2011): Lessons from serving as head coach for a summer program where student founders built real startups instead of taking summer jobs.
- The Unsung Hero (Arctic Startup, 2010): A piece on the overlooked people who make startup ecosystems work before the spotlight reaches the companies they helped create.
- The Accidental Cyberactivist (2009): Coverage in El País (2009): I posted working proxy addresses to Twitter so Iranians could route around state censorship during the Green Movement.
- How Heavy Rain Delivers, and Fails in the Process (SiliconANGLE, 2010): A close reading of Heavy Rain: where its cinematic, choice-driven design pulls you in and where it breaks, on interaction, immersion, and managing player expectation.
- The Brief History of Funrank, an Agile Startup from Finland (SiliconANGLE, 2011): A founder's postmortem of Funrank: validating a product, recognizing a market that would not scale, and the judgment to kill it and move on.
- How I Became the Robert Scoble of Buzz (ReadWriteWeb, 2010): My first ReadWriteWeb piece (2010): a weekend spent figuring out how Google Buzz's discovery and follower mechanics worked, then publishing what I found.
- Building Frontier Products with AI at One-Person Scale (2026): One product decision told from the first assumption to the shipped behavior, the evidence that settled it, the limit still open, and how the same method transfers to other products.
Availability
Available for roles where one accountable person owns a product end to end: architecture, interface, infrastructure, launch, and operation.