Shipped games.
The projects I've worked on, newest first. Open one to see what I owned.
What the job looks like day to day.
Planning and tracking work is the baseline. Past that, having worked inside most of the pipelines I schedule is what lets teams come to me when something is stuck, instead of routing around me.
Engineering, design, cinematics, live-ops — all four, across three countries and four studios. Gameplay, tools, performance and audio systems on the engineering side; mission, combat and UI on the design side. Scheduling work I actually understand means telling a real blocker from a stalled task, and never handing a team a plan that was never possible.
Day to day that's JIRA, Confluence, sprints, roadmaps, retros and risk logs. What moves a date more than any of those: naming a risk before it lands, protecting focus time, and making sure a decision from one meeting reaches everyone who needs to hear it.