Tom Roller

Head of Production | Production Director | Executive Producer | AAA Games & Enterprise Delivery | ex-Activision, Crytek, 2K | Plan A Collective

Prague, Czechia

About

25+ years in AAA production. Started at Activision, 2K and Crytek, then founded Plan A Collective (originally: Rascals) in 2014 - a remote-first co-development studio working with Sony / Housemarque, Xbox Game Studios / Asobo, EA / Ripple Effect, Capcom or Mojang on franchises including Saros, Battlefield, Microsoft Flight Simulator, Minecraft, Dragon's Dogma and Kingdom Come: Deliverance. The work I'm best at is designing how distributed teams actually function and reshaping it as the team grows. At Plan A, I built this from scratch and scaled the studio from 3 to 80+. Earlier, the tooling adaptations my teams built across multiple AAA studios got me a speaking invitation from Hansoft to Ericsson on bending the tool in ways it wasn't designed for. Three things I particularly enjoy solving: 1) Scaling distributed teams without losing the craft. 2) Stabilizing projects and partnerships when they go sideways. 3) Bringing some order to fast-moving environments where priorities shift and coordination gets tricky. Outside of gaming, I lead production at Vigilante.us for defense and enterprise simulation programmes - NATO, USMC, UK MOD, Lockheed Martin. I lead through influence rather than title, prefer practical fixes and care about building organisations without normalising ego, chaos or burnout. Lately I've been playing with AI in my own production workflows (n8n, Claude). Open to senior production, operations or product leadership conversations - AAA gaming, enterprise simulation, AI-first organisations. If you'd like to grab a virtual coffee, Wednesdays or Thursdays usually work well.

Experience

  • CEO / Production Director at Plan A Collective
    Jan 2019 - Present · 7 yrs 6 mos

    Founder and CEO of Plan A Collective, a remote-first AAA co-development studio scaled from 3 to 80+ across gameplay engineering, art, design and production. Partners include Xbox Game Studios/Asobo, EA/DICE/Ripple Effect, Capcom, Sony/Housemarque and more. Project contributions on AAA titles including Saros, Battlefield 6, Microsoft Flight Simulator, Dragon's Dogma 2 and Kingdom Come: Deliverance. Responsible for production strategy, delivery, staffing and scaling distributed teams across multiple concurrent AAA programmes. Focused on integrating external teams into complex development environments and improving delivery predictability across remote pipelines. Stepped into at-risk projects to stabilize delivery systems and ensure on-time execution under tight constraints. Negotiated commercial terms, SLAs and operational standards for high-profile external partnerships. Designed lightweight operating frameworks (DACI-based ownership, escalation paths) to reduce friction between client R&D teams and external partners.

  • Production Director at Vigilante.us
    Jan 2015 - May 2026 · 11 yrs 5 mos

    Production Director for defense and enterprise simulation programmes for NATO, USMC, UK MOD, L3 Harris and Lockheed Martin. The product itself is the deliverable - product success measured by client adoption, training effectiveness and contractual compliance. Set up production processes and tooling from scratch in a high-regulation, multi-stakeholder environment. Double Epic MegaGrant winner.

  • Managing Partner at Rascals
    Feb 2015 - Dec 2018 · 3 yrs 11 mos

    Co-founded and scaled a natively remote production studio delivering high-end content for global AAA partners. Contributions on franchises including Minecraft, Devil May Cry, Warhammer: Vermintide and Thronebreaker: The Witcher Tales. Built operational foundations and partner pipelines later relaunched as Plan A Collective in 2019. Beyond production leadership, I designed proprietary tooling adaptations across multiple studios, work later recognized externally with a Hansoft-hosted speaking invitation at Ericsson.

  • Producer (External Development) at VOLTA
    Dec 2012 - Dec 2014 · 2 yrs 1 mo

    Built production team and pipeline from scratch to expand a concept-art studio into full 3D content delivery for global AAA publishers. Stabilized a struggling six-figure client engagement through process optimization; scaled the relationship into a seven-figures strategic partnership. Delivered work on Lord of the Rings, Fortnite, Crysis and other major franchises.

  • External Development Manager (Outsourcing Producer) at Activision
    Jan 2012 - Nov 2012 · 11 mos

    External Development Manager leading the external development execution for The Amazing Spider-Man and Skylanders Giants. Eliminated critical internal team crunch by safely redirecting overtime budget to optimized external partnerships, meeting aggressive launch deadlines without compromising quality. Managed external partner pipelines and coordinated collaboration between Activision internal studios and external development teams across multiple geographies.