Contact
Matt Worrell
  • Resume
  • Games
    • Predator: Hunting Grounds
    • Dreadnought
    • RiME
    • Inua
    • Gravitas
    • EscarGO!
    • SuperCrush
    • The Abyss
    • Heart of the Incendium
  • Industry Experience

Resume

Matt Worrell - Game Production
jamesmworrell@gmail.com
580-747-3787
Skype: mateo1220
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Experience

Illfonic Games - February 2019 - Current

Unannounced Project   •   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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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

  • 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
  • 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

  • Unreal Engine 3 & 4 
  • Scrum Master Certified (CSM)
  • Unity 2D Engine
  • Adobe Photoshop
  • Creation Kit 
  • ​Trello
  • Microsoft Office Suites
  • Perforce 
  • JIRA with Shotgun
  • 3DS Max
  • Wikia and Wiki Building Tools

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