New York, United States
Leading Publishing Production in 2K's Sports BU across WWE 2K, PGA TOUR 2K and TopSpin 2K.
I led publishing production on Tomb Raider Reloaded on iOS/Android, an arcade action-based reimagining of the original Tomb Raider game. Responsibilities included: - Leading a cross-functional publishing team to develop a F2P live service title based on the iconic Tomb Raider IP. - Working closely with external development partners to drive a quality product experience. - Managing overall product P&L and reporting on monthly spend to Executive Leadership. - Leading the milestone approval process, reviewing builds based on quality and KPI performance to ensure timely progression through the project roadmap. - Establishing a 'road to launch' plan for publishing, defining clear tasks and areas of responsibility across all publishing disciplines. - Developing robust pipelines for asset approvals, encompassing IP holder (Crystal Dynamics) and legal sign-off. - Inputting into creative, artistic and strategic decisions for the product. - Mentoring and coaching a relatively new team within Square Enix to deliver their first live product.
- As the leading Producer on Surgeon Simulator 2, I was responsible for steering around 45 members of the core Surgeon 2 development team day by day, while working to co-ordinate with the entire cross-functional Surgeon 2 team, encompassing around 70. I led the Surgeon 2 Production Team, covering two Producers and one Associate - I was hired as one of the two first members of the Surgeon 2 team, where I was briefed with producing a transformative sequel to the cult original that incorporated co-operative and competitive Multiplayer, UGC elements, a player-facing level creation tool and a narrative campaign - I took the project from concept to launch, creating a budget, aligning the growing team around upcoming milestone deliveries, and managing their workload day-to-day. I worked to align the development team with the wider studio, including Marketing, Community, Product, Biz Dev and Finance to establish a working Surgeon Simulator 2 Leads group - I was also responsible for building the team up from scratch; sourcing and interviewing candidates, onboarding new joiners and establishing a positive team culture from day one - I have represented the game on a public stage, demoing to outlets such as Rock Paper Shotgun, IGN and Gamespot. I also presented the very first gameplay reveal of the title at the 2020 PC Gaming Show, where I was interviewed in front of over 1 million viewers - Earlier in my tenure at Bossa, I project managed company-wide website activity, and was acting Producer for the Bossa Prototype Team
- In a client-facing Production role, I led game development teams of around 10-20, to deliver a variety of award-winning digital play experiences in the commercial and education sectors, across PC, VR and mobile. - I was responsible for managing several projects at once - usually around 3-4 at one time - while acting as the ‘face’ of the project to our external clients, reporting on project status and risks, demo’ing key builds and, importantly, educating them on the process and challenges of game development. - Production highlights include the Google Play ‘Best AR or VR’ award-winning BBC Earth: Life in VR for Google Daydream, and the Happy Studio suite of mobile games, a collection of apps made in collaboration with McDonald’s, tailored to >100 countries worldwide incorporating licensor content from LEGO Batman, Transformers, Pokemon and Super Mario.
- Managed production across the Plague Inc. franchise, from updates to the existing mobile game, to leading the series’ expansion onto console and PC in the form of Plague Inc: Evolved. - Working at a start-up of only 6 employees I worked closely with both in-house developers and artists on the mobile game, while managing external studios (Auroch & Ripstone) on our console/PC development projects. - In the time I managed the game’s iOS updates, the game was one of the world’s most successful mobile games - #3 paid mobile game in the USA in 2014.