- people on the team
- 24
- semester of development
- 1
- weeks ahead of schedule on core features
- 2
- Role
- Producer & Game Designer
- Team
- 24 students
- Tools
- Unity, C#, Jira, Trello, Notion, Discord, GitHub
- Dates
- 2024 to 2025
What I did
- Ran weekly sprint planning, daily standups and milestone reviews for 24 people.
- Kept sprint boards, documentation and burndown in one Notion workspace.
- Designed level layouts for boss encounters and multiplayer arenas.
- Implemented boss encounter systems and player movement in C#.
- Ran playtests and fed the results into level and balance changes.
Production
Twenty-four people across four departments means somebody has to see the collisions before they happen. I tracked dependencies between art, code, audio and design, and removed blockers before they reached the schedule. When ambition outran capacity, I cut features that risked the date and told the team why.
MSF met its vertical slice, alpha, beta and gold goals, shipped two weeks ahead of the deadline and was featured in the university's capstone showcase.
Production write-up
A 2-page summary of how production ran for 24 people over one semester.
- Team structure across art, code, audio and design
- Milestone planning, blocker resolution and scope management
- Production challenges: pipeline bottlenecks, team conflicts and scope pressure
More detail
What I learned
Leading 24 people taught me Agile facilitation and scope control. I learned to turn production limits into clear design milestones and to structure Unity scenes and docs so integration went smoothly.