TapFleet: Mobile Game
  • TapFleet is a mobile game that I worked on during my senior year on a team of three. I served as the lead Producer and Publisher.
  • Utilizing the Agile methodology, I was able to establish an effective piple to meet our goal-- a mobile game on the Google Play store in one month.
  • The biggest lesson I learned: do not be afriad to cut down on the scope of your game.
Clay Beats: Capstone Project
  • Clay Beats is the largest project I've worked on, developed over eight months with a team of 30. I served primarily as an Art-Producer, collaborating closely with the Lead Artist to ensure high visual quality. I led weekly art team meetings, facilitated interdisciplinary communication, and helped delegate tasks effectively.
  • I also co-developed a master material in Unreal Engine to achieve the game’s distinct clay aesthetic. As a Producer, I used Microsoft Teams, ClickUp, and Google Sheets to manage tasks, set sprint goals, and track priorities.
  • Additionally, I acted as the Publisher, overseeing the full Steam release pipeline, including post-launch updates.
  • The biggest lesson I learned: production styles must fit the team. Our developers preferred a hands-off approach, and simple tools like Google Sheets proved more effective than complex systems like Jira or ClickUp.
Frankenstein Body Builder
  • Frankenstein Body Builder is a small project I worked on over my junior year during the summer on a team of 5. I worked as the Lead Producer, working with every member to establish an efficent pipeline utilizing the Agile methodology.
  • I also worked as the level designer, working in the Unreal Engine to create all of the levels and some of the mechanics.
  • The biggest lesson I learned: sometimes there are things as a Producer that you can't control. Sometimes truly unfortunate life events will cause a team member to take the time you need. And, during this, the Producer should step in and make sure to ease the process on all fronts. To put in the extra work, to keep the pipeline in-tact, and to keep everyone afloat.
Red Flag, Green Flag: Serious Game
  • Red Flag, Green Flag is an alternative game that I and four others worked on during my junior year. I worked as the Producer and an Artist
  • Outside of the Unreal Engine I led weekly meetings, managed task lists, and enusured a steady production. Inside softwares, I modeled art assets, created level mechanics, and implemented art assets into our levels.
  • The biggest lesson I learned: a Producer, especially on small teams, should be ready and willing to get their hands dirty. To have various skills to assist the different disciplines and pipelines.