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Led and collaborate with a cross-discipline team of 30 students on a year-long production that follows the model of the AAA industry to meet our milestones and deadlines both in-person and remotely.
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Communicate actionable tasks clearly to a large team, including detailed meeting notes, creating processes, and solving problems.
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Designed a unique progress save system and wrote detailed design documents.
What I did
Development Process
Working on Skylost is the closest I've been so far to working in an environment that is similar to the AAA industry. I have the amazing opportunity to work with over 25 talented, passionate, and caring people on this year-long USC Advanced Game Project. With a project this big and as the Lead Producer, I was in charge of making sure that production runs smoothly by planning production, meeting with team members and making sure they can get what they need to complete their tasks, and most importantly foster a work culture where everyone is excited to work at everyday.
How did I organize production?
Using Jira, a software that allows teams to track tasks and their progress in a project, I was able to work with the Creative Director and other producers to flesh out features we want in our game and then meet with each department to discuss tasks that need to be completed in order to have each feature to be functional.
By maintaining the Jira workspace and meeting frequently with departments, team members knew what they had to accomplish in the sprint and when to expect deliverables from other departments if they needed them to complete their own tasks. Our producers and I could also see who was behind in their work so we can come up with the best solution to keep production running on schedule while taking into consideration of blockers that came in our way.

A a designer, I worked on the death/fail system that gave players stakes in the dangerous world of the Spire and campfire. To design these systems, I created executive summaries and design specifications documents to flesh out the high and low level concepts of these features so the engineer, art, and audio teams know what tasks need to be completed to deliver the features. Below are features I designed.
In addition to my role as the Lead Producer, I contributed to the design & level design to create a playcentric experience for our players to explore the world of Skylost.
Designing the World of Skylost
Gallery
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