I have led five projects in a production role in teams of various sizes culminating in three years of production experience. The majority of the studios I’ve worked with are remote-first or distributed team environments that use an Agile based methodology.
Naraven – BackFireWall – Time on project: Five months
- Established production pipeline for nine person team creating BackFireWall, a narrative driven 3D platformer, in partnership with publisher Allin! Games
- Lead defining project milestones, budget milestones, path to alpha/beta/gold, feature priorities, roles and expectations, refinement in iteration, testing, and tools workflow
- Established and taught production tools with project leads: Gantt, Scrum, Kanban, Waterfall, Trello, Discord and discord bots, GSuite, 1on1s, feature locks, deadlines, and collective resolution process
- Calculated project, department, and feature scope estimates and mediated rescopes and cut decisions
- Resolved funding roadblock for engine licenses via publisher collaborations
- Advocated and taught scope conscious and anti-crunch methodology to mitigate team burnout
- Mediated publisher communications and quality benchmarks
- Audited resources and strategized ROI outcomes
- Resolved meeting creep by establishing new studio schedule and collaboration pipeline, leading to significant increase in task completion and agility for departments
Flash Forward Games – Battlegrounds: Ascension – Time on project: One year and ten months
- Establishing regular one-on-ones and lead meetings for remote team of ten
- Formalizing development and roadblock resolution workflow
- Centralizing and updating necessary project, mostly design, documentation
- Formalized and documented project goals and vision with project lead
- Cutting out abandoned and cluttered tools (Confluence and Trello) disrupting workflow
- Planning and budgeting an Early Access release date – bringing an end to six years of dev limbo
- Mediating feature prioritization, wishlists, and cuts for release
- Tracking development progress
- Tools: Discord, Confluence, GSuite, Unreal Engine, Trello, TortoiseSVN
Completely Fair Games – DwarfCorp – Time on project: Ten months
- Executing on final release date for remote team of four – ending seven years of dev limbo
Formalizing and documenting project vision, scope, priorities, cuts, and wishlist - Centralizing and updating necessary project documentation
- Leading weekly and monthly sprints via Git Milestones, and tracking task progress
- Providing scope creep mediation in a creep hungry dev space – Dwarf Fortress-likes
- Establishing dev workflow for QA via scripts, Git Issues, and Steam documentation
- Securing a marketing partnership with MassDIGI for release
- Establishing a workflow to resolve longstanding build performance issues
- Strategizing release marketing and potential publishing schemes
- Tools: Git/Git Issues, Steam, VisualStudio, GSuite, Slack, Steam, Discord
Fractured Reality Studios – Project Fracture – Time on project: One month
- Set up studio production system and tools for a remote team of eight
- Mentored project lead in Scrum and Agile methodology
- Planned rapid prototype sprints for development of horror VR MVP
- Updated and centralized needed design documentation
- Formalized and documented project goals with project lead
- Several re-scoped project plans due to budget management
- Creative conflict mediation
- Task and sprint tracking via standups and burndown software
- Recruiting 3D art talent
- Tools: Trello, GSuite, Unreal Engine, Vive
Ouroboros Studios – Project Kingdom – Time on project: One year – Time As Project Manager: Six Months
- Production for a remote team of six working on a branching RPG
- Mid-project scope evaluation and budget analysis
- Resulting formalized scope restrictions, feature cuts and prioritization
- Task tracking via asset lists and standups
- Crowdfunding campaign planning and tracking
- Tools: Trello, GSuite, Skype, Unity