Valerie Christine Philco
I build frameworks, workflows, and systems that power high-volume campaign operations and elevate cross-functional execution.
The Ecosystem I Orchestrate
Systems I Build
Execution at scale requires infrastructure. Below are conceptual representations of the automation frameworks and governance models I design.
MasterFlow is a scalable automation framework that transforms a single campaign intake form into multiple structured, tactic-specific projects aligned to governance standards.
Marketing teams submitted separate requests for each tactic, resulting in duplicated setup, inconsistent structures, and delayed activation across 300+ monthly initiatives.
Converted manual setup into programmable infrastructure — an architectural pattern for governing and scaling campaign operations.
Automated intake-to-project conversion based on channel logic, selecting templates and generating projects with correct assignments.
Automated change-tracking for campaign date governance — captures previous state, compares values, and appends timestamped entries to an audit log.
Led enterprise implementation of Bionic to modernize media planning workflows with standardized data structures and reporting.
Executive Reporting & Visibility Systems
I design reporting frameworks that translate operational complexity into executive clarity across marketing portfolios.
Sprint-level resource allocation views for capacity planning and workload transparency.
Tracks intake origin, categorization, and status progression for governance oversight.
Unified campaign, budget, and milestone data in centralized executive panels.
Professional Experience
Education
Technical Expertise
About
I'm a marketing technologist with 6 years of experience across entertainment, B2B SaaS, healthcare, and tech staffing. My background is a little unusual — I sit at the overlap of marketing and operations, which means I can run a campaign and build the system that makes it scale.
I've spent most of my career figuring out why marketing teams slow down — and then fixing it. Bad intake processes, disconnected tools, no visibility into what's actually in flight. I build the infrastructure that clears that up. Currently doing that at Universal Orlando Resort, and finishing my MBA at Rollins College's Crummer School of Business while working full-time.
Where I've Worked
A Few Things I'm Proud Of
I grew up between cultures, which probably explains why I gravitate toward work that requires translating between technical and non-technical teams.
I make music. The track playing on this site is mine — I recorded and produced it. I also built this entire website from scratch in a single HTML file, which is either impressive or a personality trait. Probably both.
♫ Listen on SoundCloud → View Personal ProjectLet’s Build Something
I’m always interested in conversations about systems architecture, marketing operations, and building infrastructure that scales.
How This Site Was Built
No frameworks. No build tools. No dependencies. Just a single HTML file — hand-architected from scratch to behave like a multi-page application.
The entire site — routing, animations, i18n, music player, form handling, dashboards — lives in one index.html file. No npm. No webpack. No React. Zero external JS dependencies.
Pages are hidden div elements toggled via a custom go() function. Event delegation on document handles all navigation via data-go attributes — no router library, no hash routing, no history API overhead.
Full bilingual support (English / Spanish) built without a single i18n library. A translation object maps keys to strings for each locale. On language switch, every element with a data-i18n attribute is queried and its innerHTML replaced in a single pass.
Rather than pulling in a 40kb i18n dependency, the entire translation layer is ~3kb of plain JS objects. The language toggle is stateful, persists across page navigations, and even propagates into dynamically-rendered UI like form labels and error states.
All scroll-triggered animations use the native IntersectionObserver API — no scroll listeners, no getBoundingClientRect, no performance-blocking reflows. Elements tagged .sr start invisible and transition in when they enter the viewport. Once revealed, they're unobserved to free memory.
A separate observer handles dashboard widgets — bar charts animate via CSS scaleY transforms, donut rings use stroke-dashoffset on SVG paths, and line charts draw themselves via the same technique. All timed with staggered animation-delay.
The ambient music player in the bottom-right corner is fully custom — play/pause toggle, seekable progress bar, mute control, and an animated equalizer. The track playing is an original composition. Built entirely on the native HTMLAudioElement API — no third-party player, no embedded widget.
The progress fill syncs to audio.timeupdate events. Clicking the bar calculates seek position from pointer offset relative to the bar's bounding rect — responsive at any screen size.
No CSS framework, no utility class library. The entire design system is built on CSS custom properties for color tokens, CSS Grid for page-level layouts, Flexbox for component-level alignment, and clamp() for fluid typography that scales without breakpoint jumps.
The frosted glass nav uses backdrop-filter: blur(). Radial gradients on the hero section are layered with transparency to create the ambient glow without images. All hover transitions use cubic-bezier easing curves for polish.
Deployment
Creative Projects
CONSCIOUSNESS — Game Dev Case Study
A psychological atmospheric game built from scratch in pure HTML5 Canvas and Vanilla JavaScript. No game engine. No libraries. Every system — rendering, physics, AI, narrative — hand-coded.
The game uses a double-buffer rendering strategy: all game objects draw to an offscreen canvas first, then the finished frame is composited to the visible display canvas in a single operation. This eliminates flickering and allows post-processing effects to be applied to the complete frame before it's shown.
Two custom shader-style effects run on raw pixel data each frame. Chromatic aberration splits the red and blue color channels by a pixel offset — a visual distortion that intensifies as the player takes damage or nears death. A pixelation effect downscales the frame then upscales it with nearest-neighbor interpolation to create intentional visual degradation during glitch states.
The entire game is governed by a string-based state machine. The current state determines what updates and what renders each frame. States transition based on player actions, timers, and narrative triggers — not boolean flags scattered across the codebase.
The limbo state is the death sequence — rather than a generic "game over," the player enters a symbolic holding space with poetic text and visual decay, then respawns. The glitch state fires on victory, escalating chromatic aberration and pixelation until the screen tears apart.
The game tracks three hidden psychological variables — isolation, fragmented_memory, and corruption — each ranging 0–100. The player never sees these values. Instead, they manifest as gameplay changes: fog density, enemy aggression, glitch frequency, camera lag.
Cryptic terminal objects are scattered across rooms. Each contains a dialogue prompt and 2–3 response choices. Every choice invisibly shifts the narrative variables — and those shifts change how the rest of the game feels. Answering "Infect everything." raises corruption by 15. The game world responds — enemies get faster, the atmosphere degrades.
A separate pool of 16 short ambient strings surfaces randomly during gameplay — rendered as fading text overlays on the game canvas. They reinforce unease without interrupting play. Each whisper is timed with a cooldown to prevent overlap, and their alpha animates in and out smoothly.
Player movement uses velocity with friction — the character accelerates toward input direction and decelerates when input is released. This gives movement weight and momentum rather than the snappy grid-based feel of simpler implementations.
Sprinting and dodge rolling consume a stamina bar that regenerates over time. When stamina is depleted, the player is forced to slow down — creating a risk/reward loop around how aggressively you engage enemies.
The dodge roll grants brief invincibility frames during the animation, allowing skilled players to phase through enemy attacks. Roll direction is calculated from current velocity vector, and the visual uses a motion trail of semi-transparent afterimages rendered at decreasing opacity.
The atmosphere is built from several layered systems running simultaneously, each adding to the feeling of psychological unease without being individually obvious.