My most recent adventure has been with Soft Rains, as their Producer on an unannounced first-person, sci-fi title made in UE. I’ve been leveling up my skill set and growing quickly to make sure I’m at my best to support the team, and the project! Currently, I’ve been hard at work on things like:

  • Driving our entire pre-production/production strategy on a condensed timeline for release — this includes collaborating closely with our team to figure out and map technical pipelines, prioritizing their tasks and managing their sprint load, and running other Agile rituals (like retros, backlog refinement, bug triaging, etc).

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

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

 Announce date coming soon!

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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

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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

 

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 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.

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