Dan Jacobsen

I live in Vancouver, BC, and I make things.

I started out making video games — design, UI, and C++ in one seat at a studio I co-founded. Since then I've spent most of my career in product management: NLP assistants for banks, then enterprise planning tools. These days I mostly build with AI tools — agents, MCP servers, and the occasional pull request. Some of that work is below.

Shipped with teams

2021–2023 Enterprise SaaS WITH TEAMS

Uptempo Campaign Management

Started as the "Plan" module: I defined the Activity business-object model — a data model that lets enterprise marketing teams calculate ROI across their full program spend — got executive buy-in, and led the team that shipped it. It reached seven figures of ARR before I moved to another portfolio.

2017–2019 NLP product WITH TEAMS

Finn AI personal financial assistant

A virtual assistant for banks. I was the company's first PM; my team built most of the application while I built my product management skills by learning from customers and setting product strategy.

2016 Indie game WITH TEAMS

Clockwork Empires

Gaslamp's second title: a colony-building simulation, far more ambitious and far less successful — the project I learned the most from.

Code I've written

2022–2025 Merged PRs MY CODE

Small open-source fixes

To tools I use: Linkwarden, Speakr, jEveAssets, and others.

2016–2025 — product roles; back to shipping code with AI tools

2011–2016 C++ MY CODE

Clockwork Empires — engine work

A large portion of the UI rendering engine (roughly, CSS re-implemented in C++) and the terrain generator — but the bigger accomplishment was the character agent simulation: agents with memories, communicating with each other.

2008–2011 C++ / Lua MY CODE

Dungeons of Dredmor — core systems

Combat, character advancement, parts of the UI, and many of the player reward systems.

2022–2025 Merged PRs MY CODE

Small open-source fixes

To tools I use: Linkwarden, Speakr, jEveAssets, and others.

2021–2023 Enterprise SaaS WITH TEAMS

Uptempo Campaign Management

Started as the "Plan" module: I defined the Activity business-object model — a data model that lets enterprise marketing teams calculate ROI across their full program spend — got executive buy-in, and led the team that shipped it. It reached seven figures of ARR before I moved to another portfolio.

2017–2019 NLP product WITH TEAMS

Finn AI personal financial assistant

A virtual assistant for banks. I was the company's first PM; my team built most of the application while I built my product management skills by learning from customers and setting product strategy.

2016–2025 — product roles; back to shipping code with AI tools

2016 Indie game WITH TEAMS

Clockwork Empires

Gaslamp's second title: a colony-building simulation, far more ambitious and far less successful — the project I learned the most from.

2011–2016 C++ MY CODE

Clockwork Empires — engine work

A large portion of the UI rendering engine (roughly, CSS re-implemented in C++) and the terrain generator — but the bigger accomplishment was the character agent simulation: agents with memories, communicating with each other.

2008–2011 C++ / Lua MY CODE

Dungeons of Dredmor — core systems

Combat, character advancement, parts of the UI, and many of the player reward systems.