Dead Mage
Production Lead
- Led production across Tale of Ronin and the studio's other titles for ~25 developers across six disciplines, translating studio priorities into roadmaps, sprint plans, milestones, dependency tracking, and risk management.
- Ran sprint and milestone planning, reviews, and retrospectives, used velocity and scope-versus-capacity data to set milestone strategy with leadership, and prepared milestone and status reporting for the studio CEO and publishers.
- Owned the studio's AI-assisted development program, evaluated and rolled out the tools, wrote the usage playbook and the AI code-review guide, set rules for where AI may be used, tracked seats and spend, and onboarded new hires through the playbook.
- Hired and onboarded developers with an onboarding process I owned, and managed contractors, outsourcing vendors, and partner teams in Turkey and India (scope, contracts, budgets, deliverables) alongside publisher relationships.
- Owned the QA process (bug triage, QA cadence, build gates), coordinated build deployments and external playtests, and shipped 4 game demos including a three-hour Tale of Ronin vertical slice, making scope calls to protect deadlines without lowering quality.
- Designed and implemented core gameplay systems in Unity/C# on Tale of Ronin (combat revamp and game-economy systems), and extended the Rashomon narrative tool and the cutscene pipeline.