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My Experience as producer

Below, I’ll highlight key experiences and lessons from production, detailing my approach to team coordination and project development while reflecting on what I’ve learned throughout the process.

Bringing variety to production

My approach to production builds on my jack-of-all-trades background in game development. I’m not just focused on mastering tools, but on understanding how each discipline connects to create smoother, more creative workflows. Whether it’s developing time-saving tools, designing dynamic systems, or bridging gaps between disciplines, I aim to bring variety and adaptability into the production process. Each project is a chance to refine how teams collaborate and build together. Here are some highlights!

Roman Rumble

As a quick recap, this was my final-year capstone project with a team of eight. We made a goofy third-person action game that blends the over-the-top energy of pro wrestling with the flair of Roman gladiators, leaning way more into the goof than the gore. With PlaySide as our mentors, it was our first time developing in Unreal Engine and our first experience working in a team this size. Naturally, that came with plenty of challenges, from knowledge gaps with the engine to a few unexpected pivots during production.

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As lead designer and producer, I handled everything from running our daily Scrum meetings and coordinating milestone check-ins with PlaySide, to scheduling playtests and analysing the quantitative feedback we gathered. On top of that, I also jumped into hands-on roles like VFX, UI, and lighting, mostly to free up our artists so they could focus on animation, which was their main strength. I don’t regret taking on those extra roles; they were genuinely fun and helped keep the team moving.

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That said, I do wish I’d spent a bit more time upfront refining our production plan. We jumped straight into development under time pressure, and a stronger structure could’ve reduced the number of pivots we made along the way. Still, I’m proud of what we created together, it was a huge learning experience, both creatively and as a producer, and one I’ll always look back on fondly.

Lighting that I've done
Some UI work
My first Meta Sound Source
Meta Sound .png
Stomp.gif
VFX for the player stomp
Quantitative Playtest Results
Playtest results
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