Producer | Designer [2013 - 2016]
In this dual-discipline role, I operated at the intersection of project management and creative design. As a Producer, I acted as the primary conduit between Design, Art, and Engineering, facilitating daily stand-ups and coordinating design meetings to resolve workflow obstacles. My scope extended to the full release pipeline, where I managed risk assessments, coordinated QA testing, and oversaw localization across seven languages. I also closed the feedback loop by managing Community and Customer Service channels, translating player issues directly into clear Jira tasks for the development team.
Simultaneously, I served as a Designer, creating core gameplay content including new raids, combat mechanics, and three distinct player classes: the Frost Knight, Flame Warden, and Inquisitor. I also supported live operations by designing holiday events and implementing metric-driven sales promotions to maintain player retention.
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“BoH focuses on guild collaboration, an elaborate reward system, and some of the best story writing I’ve seen in an independent mobile game.”