Project Management/Production

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