Production

Shipped games.

The projects I've worked on, newest first. Open one to see what I owned.

How I work

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.

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