Resume
Experience
Illfonic Games - February 2019 - Current
Unannounced Project • Associate Producer
Predator Hunting Grounds • Associate Producer
- Oversaw the creation of the bossfight feature including the design, prototype, and visuals
- Mentored new hires ramping them up to manage teams previously responsible for
- Producer for the cinematics team including task creation, reviews, department request, and blocker resolution
- Systems producer for matchmaking, meta, sound systems, backend, menus, and gameplay loop
- Managed the creation of the backend systems and documentation coordinating responsibilities with publishing team
- Producer for the engineering and UI teams managing milestone deliveries and JIRA before transitioning to systems
Predator Hunting Grounds • Associate Producer
- Created all LiveOps documentation for the project following up on all of our processes with various teams
- Set up post release content delivery documentation gaining approval from the various departments involved
- Responsible for the Trial Release of the game and the facilitated the feedback from inside and outside the studio
- Producer for the backend team including JIRA management, tool testing, usability review, and milestone deliveries
- Managed the engineering team’s milestone deliveries, JIRA management, and cross departmental communication
- Produced the trailer working with different departments to rapidly clean up features represented in the video
SixFoot LLC. - July 2016 - October 2018
Associate Producer - Houston, TX
Dreadnought Lead: Producer, Mike Barr
Dreadnought Lead: Producer, Mike Barr
- Managed and removed blockers as feature producer of five features and scrum master of two strike teams
- Tracked work and velocity through JIRA tasks story points and an excel backlog
- Scheduled and led meetings to ensure teams had the resources needed to bring features to completion
- Collected weekly playtest feedback to iterate on features using post-match discussions and surveys
- Producer for team creating a new UI that is required to have parity between PC and PS4
Production Coordinator - Houston, TX
RiME Lead: Producer, Cody Bradley
RiME Lead: Producer, Cody Bradley
- Facilitated communication across four continents, took notes at meetings, and, maintained project confluence pages
- Passed console certification for PS4, Xbox One, PC, and Switch on first attempt, responsible for Xbox and PC skus
- Bug triage with QA lead weekly to ensure health of development and properly assign bug severity
- Hosted and monitored internal playtest which resulted in areas with 90% player failure rates decreasing to 20%
Epic Games - Summer 2015
Production Internship - Cary, NC
Paragon Lead: Executive Producer, John Wasilczyk
Paragon Lead: Executive Producer, John Wasilczyk
- Realized project’s scope and development schedule by creating dependency schedules using google sheets
- Removed team blockers via creation of a new user guide, managing JIRA tasks, and day to day problem solving
- Scheduled meetings and recorded notes for all project departments; tracked tasks created at meetings using JIRA
- Prepared accommodations, meeting schedules, and playtest sessions for industry guests and project consultants
Ubisoft - July 2013
Externship - Montreal, QC
Child of Light Host: Writer, Jeffrey Yolhalem
Child of Light Host: Writer, Jeffrey Yolhalem
- Interviewed managers for university paper about video game production practices and management theory
- Interviewees: Dan Hay, Patrick Plourde, Jean-Francois Poirier, and Brianna Code
GoldFire Studios - Summer 2012, 2013
Internship - Oklahoma City, OK
CasinoRPG Lead: CEO, James Simpson
CasinoRPG Lead: CEO, James Simpson
- Co-developed isometric free-to-play browser game made in the Isogenic Game Engine
- Designed monetary system, procedural world layout, and mini-games through documentation and paper prototypes
- Surveyed community about what they enjoyed about gold and promoted game on browser game forums
- Tracked game analytics and doubled user retention rate by adjusting game’s incoming user interface
- Assisted in Kickstarter campaign in events like weekly community chats resulting in the crowdfunding of $20,000
Game Projects and Roles
Unreal Engine 4 - Capstone Projects
Roles: Producer, Senior Producer
Two Teams of 14
16 week development times
Two Teams of 14
16 week development times
- Inua – Produced using product backlog and agile methodologies with scrum; contracted game’s composition
- Winner of Best Visual Quality at the Intel University Showcase at GDC 2016
- Gravitas – Mentored and advised as a Senior Producer through lead meetings and peer evaluations
Unreal Engine 3 - Team Game Project 2
Roles: Producer, Game Designer
One Team of 7
12 week development time
One Team of 7
12 week development time
- EscarGO! – Produced project that shared art team with a separate project; balanced game systems
Unity 2D - Team Game Project 1
Roles: Lead, Producer
Three Teams of 4, 6, and 6
8 week development times
Three Teams of 4, 6, and 6
8 week development times
- SuperCrush – Led team and ensured vision and scope through personal sit downs
- The Abyss – Correlated communication between product owner and team
- Heart of the Incendium – Improved team morale by resolving interpersonal conflicts during peer evaluations
Education
The Guildhall at SMU, Plano, TX
Master of Interactive Technology, Production Specialization Graduated: December, 2015 |
University of Oklahoma, Norman, OK
Bachelor of Business Administration in Management Graduated: December, 2013 |
Management/Game Tools
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