Production

I believe a great producer works closely with their team and values transparency, compromise, and foresight into how the final product is shaped by small steps.


Raven Software: Call of Duty Warzone

Live Ops Production Coordinator on Warzone Pacific, Chapter 3 of the wildly popular Battle Royale shooter, Call of Duty Warzone.


 

Glu Mobile / Electronic Arts: Tap Sports Fishing

Production Intern at Glu Mobile: a newcomer to the EA family of studios, creating an all-new entry in the highly successful Tap Sports series of mobile titles.

Glu | EA Mobile — Production Intern

I joined the team at Glu right out of grad school (FIEA). My period of time here as Production Intern ranged from August 2020 (weeks after we shipped Wick!) to the present.

At Glu, I specifically worked at GluFactory, a brand-new team located in Orlando, FL that was created out of a group of industry veterans, who worked at EA, Zynga, Disney Interactive, and so on. It was the smallest team at Glu, and we frequently punched far above our own weight in terms of polish and presentation.

Working on Tap Sports Fishing was a very challenging, but rewarding experience; FIEA is highly focused on AAA development, not mobile, so it was a great experience to jump into this world. From day one, I was a sponge, absorbing tons of brand-new information each day as development sped along.

While working on the project, I was a production intern — but was given a vast amount of duties in and outside of the typical producer role. One critical component of my role on the team was remedying the communication difficulties between the dev team - located in Orlando, FL - and the QA team - located in Hyderabad, India. I served as primary liaison of both teams, and also middlemanned as-needed for legal, UX Research, and Customer Support teams.

My work on the team was instrumental in getting the team on a more structured release cadence; as the team is a small, close-knit group of senior developers, I had to find subtle process and tool improvements that would not ruin the “indie” culture of the team. By completely redesigning their Jira database and pushing for a more documented means of defining and planning releases, the team went from struggling with last-minute commits and out-of-loop testers to a far more regular pace. Once the wheels were turning, we launched first in the Philippines — and then to New Zealand, Canada, and finally the USA and beyond.

 

DEep silver volition: Saints Row (2022)

Production intern at Deep Silver Volition working on the next entry in the popular Saints Row series.

A new gang. A new city. A new beginning. Join forces with Kevin, Eli, and Neenah to create a new era of the world-renowned Saints, and be your own boss!

A new gang. A new city. A new beginning. Join forces with Kevin, Eli, and Neenah to create a new era of the world-renowned Saints, and be your own boss!

Production Intern - Saints Row (2022)

Gamescom 2021 Awards WINNER: Best Trailer, Best Announcement

I worked as an intern within the Combat Systems team from May to August 2019 on the next game in the highly acclaimed Saints Row franchise. Having been a fan of the series since I was younger, I was ecstatic be apart of the return of the Saints, following their long hiatus.

During my time there, I applied many of my soft and hard skills to a AAA environment. I worked closely with combat systems designers and programmers, ensuring they had actionable tasks in Hansoft following their weekly review meetings. In addition, I leveraged my previous QA experience to propose and implement a new template for creating and executing testplans in Excel, and kept a close eye on bugs from testers as they came in, ensuring they were being prioritized and worked on.

I also had a hand in middleware and environment art outsourcing, serving as a point-of-contact for both. During these three months, I received direct mentoring from veteran producers and participated in planning meetings, giving me a front-row seat to the day-to-day conversations that drive a massive project such as Saints Row.


FIEA: Flicker of Hope / “Wick” (capstone game)

A stealth horror game in which you play as a candle and explore a dark, ruined cathedral to restore hope to a world stricken by plague and despair.

 
 

Development Director - Wick / Flicker of Hope

Flicker of Hope is a stealth horror game where you play as a candle who traverses a ruined cathedral to restore it to its former glory. It was developed in Unreal Engine 4 with a 18 person team over 8 months at the Florida Interactive Entertainment Academy.

I was the Development Director on Flicker of Hope. I owned Jira - generating tasks, creating custom dashboards, filters, workflows, permissions, automation schemas, etc. I also consistently checked-in with members of the team periodically, ensuring any blockers were known and being taken care of. Myself and the other leads successfully transitioned the team to a remote workflow in the wake of the COVID-19 pandemic with little impact to our production schedule.

Aside from Jira and team health, I also constantly was monitoring team data - how long certain things took, most active days, etc., and used Excel and Google sheets to compile and visualize that data, allowing our estimate accuracy to steadily increase as we advanced in the project.

Outside of my usual production duties, I also served as social media manager for the team, creating a Google Sheets-powered social media calendar and then scheduling content to be posted consistently throughout the week on Hootsuite. On one occasion, our game received a shoutout from the official Unreal Engine Twitter account.

Oct 2020 Update: “Wick” was renamed “Flicker of Hope” to avoid confusion with another indie game of the same name.


FIEA: RAPID PROTOtypes

What do a chef octopus, a bonded pair, a android hitman, a crazy cat lady, and a grocery trip gone wrong have in common? All are rapid prototypes I worked on in my first semester at FIEA.

 

Rapid Prototypes at FIEA

In my first semester at FIEA, I worked on 5 different prototypes with different teams of 4-5. On each team, I was primarily a producer, managing the project and workload based on our very limited scope. I simultaneously wore designer, programmer, and cinematic artist hats during each of these projects.

Each of these were created in two weeks.

Chefalopod: A Dance-Dance-Revolution style rythym game with 8 inputs. You play as a restaurant chef who’s also an octopus. Fully dancepad compatible.

Maze of Life: Two players man one controller as they navigate as a bonded pair through a surreal dreamscape. They must communicate with eachother and understand the importance of personal space to reach the goal.

Hornet: In an alternative abolition-era America where tech is forbidden, a detective is sent out to a speakeasy to investigate a possible murder. When he arrives at the scene, however, he gets far more than he bargained for.

Crazy Cat Lady: A stealth game for mobile platforms starring a cat-obsessed grandma. Avoid security guards while catching cats to complete your Cat-alog.

New! Florida Man Goes Shopping HD Tournament Edition Turbo EX and Knuckles, Featuring Dante from the “Devil May Cry” Series: A revamped version of another team’s prototype earlier in the year, this ridiculous and over-the-top beat-em-up inspired by Hotline Miami features a title longer than any other RPP game. Defend your shopping cart from ravenous shoppers and finish your shopping list before Thanksgiving dinner!


Freelance: Unannounced Project

A 3D animated adaptation of a popular webcomic. Featuring mad science, crazy contraptions, and just a pinch of world domination.

Revamped Production Pipeline

I created color-coded labels that allowed for anyone to filter out what type of asset was at what stage of production and implemented a checklist system that created an iterative review process, documenting each step of an asset’s production. Previously, the project had difficulties progressing in preproduction, and this expedited our asset generation and review process significantly. As of March 2019, the our team is growing and beginning to leave the 2D concept art stage of preproduction.

 

Archival Meeting Notes & Records

I created an archive of meeting notes and meeting recordings that can be easily accessed by all members of the team at any given time, allowing for simple viewing of past meetings and a concrete record of all past decisions and actions.

 

Documentation & Check-ins

Wrote onboarding documentation and co-reviewed contractor agreements. Conducted one-on-one check-ins with each member of the team to ensure they had no blockers and their current deadlines were achievable and reasonable.


Forgotten Sands

A visual novel made for mobile devices with hidden object search gameplay and four different endings. Best In Interactive Media winner of the UF 2018 Digital Salon.

 
 

A Quickly-Looming Ship Date

Kept cool under a very short development cycle of about 3 weeks. Utilized the Unity editor and the Visual Novel Engine (developed by Foolish Mortals) to script out every character interaction and ending in the game.

Small Team Management

Worked as part of a small team of 4 developers, cutting features and additional content when necessary while maintaining the core vision and story.

Transparency & Organization

I created a Kanban board in Trello to organize all required tasks and assets, then categorized them by role to keep the team focused and expectations clear.