My most recent adventure has been with Soft Rains, as their Producer on Ambrosia Sky, a first-person, sci-fi title made in UE5 which we recently released to critical acclaim by publications like Gamespot, Polygon, and IGN. I helped guide this team to ship by:

  • Driving our entire pre-production/production strategy on a condensed timeline for release — this included collaborating closely with cross-discipline leads to map and refine technical pipelines, prioritizing and managing the team’s sprint load, and running other Agile rituals (like sprint planning, retros, backlog refinement, etc).

  •  Developing our product roadmap with the studio head and key internal stakeholders; advocating for smart resourcing strategies, and product-level turning goals into concrete milestones and deliverables.

  •  Providing stability and structure for the team, by being someone who can absorb and actively mitigate risks through establishing frameworks and transparent communication (ex: setting guidelines for product priorities, creating workback schedules, setting strategic sprint goals, etc.).

a76788.png

Sago Mini

It was a privilege to work at Sago Mini as a Production Manager. I had the fortune to act as a guardian for their multi award-winning Sago Mini World apps and games. It was an insightful and invaluable growth opportunity — I got to practice my Producer chops, all while getting hands-on experience with their Tech Art pipeline which was a first for me! In addition to all this, my day-to-day consisted of:

  • Developing and owning production roadmap, with collaboration from key stakeholders (Product Managers, Creative Director, Design Leads)

  • Working closely with other production managers to determine scope of projects, evaluate resourcing, and flagging risks for projects;

  • Coordinating with a small team of developers, technical artists, artists, and play designers for task management and other ceremonies;

  • Spearheading the development of new apps from concept through to release, keeping us on track for key milestones, important dates, and catching things that may slip through the cracks

Colorcard-hex_e14367-www.colorbook.io.jpg

 

Colorcard-hex_e14367-www.colorbook.io.jpg

Funomena

At Funomena, I had the chance to work on a number of projects from ideation through to development on a Partnership within the ever-popular kids platform, Roblox. I helped produce and launch a timed-limited experience with Ralph Lauren x Roblox. We totaled 4.7 million visits over 3 weeks, and managed over 136,000 Daily Active Users during that time.

It was humbling to work cross-functionally with a talented group of engineers, designers, artists, and general tinkerers. Whether leading a brainstorming session, connecting with my team members to ensure our process works for them, or creating space for the team to reflect, I never had a dull day at the sudio!

As a Lead Producer, I was trusted with things like:

  • Owning pre-production/production Agile processes that the team feels comfortable with;

  • Producing entire projects and coordinating with team leads to ensure timelines are within reach, resourcing is met, and proactively help them problem solve;

  • Juggling internal and external stakeholder requirements, while advocating for the team’s needs and vision

 

Colorcard-hex_78295B-www.colorbook.io.jpg

 

 mPower | TVO

In 2017 I started as a game designer for mPower, creating educational math games for kids in kindergarten to grade six. Within eight months, I was upgraded to a Producer role. Check out a few samples below.

As a producer I acted as a mini-project manager for each game I worked on:

  • I’ve delivered 6 games, 4 game enhancements, and 3 platform improvement projects on time and within scope;

  • I troubleshoot and triage bugs using TargetProcess and Trello to communicate with our QA team;

  • I created and supervised the production schedules for five games — three of which were developed concurrently;

  • I regularly facilitate stand-ups with our cross-functional team which includes devs, educators, and illustrators

  • I create, execute, and own our playtesting schedule and methodology;

  • and more recently I’ve been leading our team in redesigning our game world from the ground up.

Colorcard-hex_53777A-www.colorbook.io.jpg