Resume

Justin Chin

jchingames@gmail.com

Experience

Where I've worked.

Senior Producer — NDA

Kingdom Forge Games · Los Angeles, remote
June 2026 – current

• Onboarding, team one-on-ones, JIRA, getting integrated.

Associate Producer — NDA

namethemachine · Los Angeles, remote
Feb 2025 – April 2025

• Drove transparency, alignment and process for delivery of the one-minute sequencer previs in Unreal Engine: building new tech, an app, four different looks, increased fidelity and transform controls.
• Utilised regular weekly reviews and weekly individual syncs to evaluate issues related to art, tech art, storyboarding and camera work, leading to solutions and feedback forwards on delivery items.
• Resolved transparency issues and direction by establishing the approval pipeline for team members.
• Created rendering guides, art and production updates on a Confluence page with a JIRA Big Picture tracker.

Technical Production Assistant

LightSpeed LA · Last Sentinel · Irvine, hybrid
Aug 2023 – Dec 2024

Produced engineering, gameplay and design teams to deliver key milestones and implement core game features.
• Worked with the cinematic producer to establish a pipeline and MVP for the first cinematic deliverable.
• Through scheduling, leading meetings, notes, flagging risks, action items, JIRA tasks, playtest reviews and a dashboard we reached our stretch goals on the multi-departmental cinematic milestone, 30+ people.
• Leading meetings, team reviews, JIRAs and cross-departmental coordination delivered multiple Mission Systems.
• Supported engineering efforts for all combat systems by coordinating planning with production and leads using JIRAs, delivery via sprints and risk call-outs on features.
• Led production for audio engineering systems between the Audio and Engineering teams.
• Protected audio engineering time through blockout focus time, optional meetings and time windows for syncs.
• Performance roadmapping, organising and supporting multiple goals including pipeline improvements and process for crashes and performance heatmaps.

Design Production Assistant

LightSpeed LA · Last Sentinel · Irvine, hybrid
April 2022 – Aug 2023

• Through production team communication, leading review meetings, note taking, cross-departmental pipeline coordination and JIRA tracking of 30 in-game cinematics, delivered and coordinated a ~40 minute playable mission and side mission across combat, lighting, audio, art, animations and cinematics.
• By leading meetings, action item follow-ups between animation, combat and engineering, risk call-outs and JIRA tracking, drove the combat system in the final six months including finishers, abilities, a miniboss and VFX.
• Flagged UI blockers for lead direction with mechanics, combat and HUD on delivery into the game post Vertical Slice.

Assistant Producer

Com2uS · El Segundo · remote, later in office
July 2020 – March 2022

• Coordinated with the Korea and UK dev teams and the US-based production team on all deliverables.
• Analytics for cohorts, competitor analysis, comparison reports, suggestions and live events.
• Reports and suggestions from the analytics in digestible information.
• Closed beta, open beta, worldwide launch, sunset.
• Production pipeline building: playtesting to going live, engineering systems for Live Ops.
• LiveOps creating, running and delivering events, shop packages, pricing, currencies, rewards, notifications and banners, working through Legal, Analytics and QA.

Titles: Project Cars Go, Summoners War: Sky Arena, Lost Centuria, Chronicles.

Producer & Projects Director

Games for Love · Nonprofit
2019 – 2020

• Led production and design across a rotating team of 50+ volunteers.
• Built the onboarding, version-control and mentor pipelines that kept the community sustainable.
• Shipped Battle for the Kingdom on Steam and Fantasy Darts on the Skillz platform.
• Delivered a GDC 2021 talk on creating a sustainable volunteer game development community.

Tools and skills

What I work with.

Tools

JIRA, Confluence, Microsoft Office, Slack, Discord, Google Suite, Miro, Milanote, Zoom, Unity, Unreal

Skills

Sprint planning, retros, production roadmapping, feature delivery, milestone planning, playtesting, reviews

Also

Adobe Premiere Pro — video and sound editing for demos and games since school

Volunteer & community

Outside the day job.

Conference Associate / Festival Crew

Game Developers Conference
2025

Crewed GDC as a Conference Associate, working sessions and festival operations across the week.

Volunteer

IndieCade · Los Angeles

Worked the show floor. A booth conversation there led to joining a volunteer game program, three projects led and eight more contributed to inside six months.

Volunteer

GameDaily Connect

Volunteered at GameDaily Connect, working the event rather than attending it.

Leadership award

Games for Love

Recognised for leadership while running production across a rotating team of 50+ volunteers.

Education

Where I studied.

Bachelor of Science, Game Design
Full Sail University
2019
Bachelor of Science, Biology (Chemistry minor)
The University of Texas – RGV
2017
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