Project Management

Game Production

As development director on Splinter, I spearheaded the integration and optimization of Jira Cloud, developing all workflow systems and custom automation for developer use, all of which followed a custom Scrum & Agile workflow during pre-production/production and swapping to Kanban for Alpha.

I established our production roadmap along with a risk assessment registry, facilitated Scrum stand-ups and weekly meetings, assisted in status update presentations, and was responsible for internal documentation/communication.

The embedded video is our final presentation, a couple months before our official Steam release.

Documentation & Task Management

  • Created automated reporting workflows using Google Apps Script, Jira Cloud, and Webhooks to provide a real-time status update on Task Status, reducing Review Status times by 74% and improving cross department communication.

  • Utilized a combination of Jira integrated tools such as Clockwork Pro and Structure to maintain daily check-ins on developer progress, ensuring tasks velocity is on course for team milestones.

  • Proactively identified resource bottlenecks during the Pre-Production phase, preventing a 20% overshoot in production budget.

Presentations & Stakeholders

As project lead on Escape the Inquisition, I acted as the main source of communication between the developers and stakeholders, aligning project expectations while managing a cross-department team’s budget and resources.

  • Supported schedule execution and task tracking for a development team under a strict 6-month constraint by leveraging a tailored Agile/Scrum framework to guarantee deliverables were on time and high quality.

  • Prepared and presented risk-assessment and project milestone presentations for the executive team, showcasing recovery paths and negotiating for more creative resources to preserve ship date while mitigating burnout.

  • Architected cross-department pipelines with a narrative focus, allowing for integration of all assets and technical work directly into the quest flow using Articy:Draft and Unity.