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Lead Producer
Unity 6 • Rhythm Boss rush
team of 25 • Aug 2024 - may 2025
Summary

Led a 25-person team through production of Echo Rift, a rhythm-based boss rush game built in Unity 6.

Owned sprint planning, milestone tracking, team communication, and cross-discipline coordination across design, engineering, art, audio, and QA.

GAMEPLAY TRAILER

MY ROLE IN PRODUCTION

As lead Producer, I focused on the systems that kept a 25-person team aligned across design, engineering, art, audio, and QA.

Planning
 
  • Built sprint planning structure and task tracking
     

  • Organized weekly priorities across disciplines

Team Alignment
 
  • Kept design, engineering, art, audio, and QA synced
     

  • Clarified ownership and next steps during reviews

MILESTONES
 
  • Tracked deliverables from pre-production through release
     

  • Helped the team stay focused on milestone goals

SCOPE
 
  • Flagged risks and adjusted plans around team capacity
     

  • Helped prioritize work when deadlines or dependencies shifted

COMMUNICATION
 
  • Maintained async updates, meeting notes, and team clarity
     

  • Created shared expectations across a 25-person team

Get a closer look at the process down below

Production artifacts

A look at the systems I used to scope work, track progress, coordinate disciplines,
and move the team from uncertain pre-production into final release.

Scope & Planning

Spring Sprint 1

  • Led Plan A / B / C feature scoping with discipline leads to define what could realistically fit into the project.

  • Helped cut scope, refactor epics, and defined our feature plan in a formalized production structure.

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Jira / Task quality

Spring Sprint 1

  • Built Jira filters, required fields, and ticket templates to raise task quality across the team.

  • Flagged unclear or stale tickets so producers could clean up ownership, status, and missing details.

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Pipelines

Spring Sprint 1

  • Worked with art and production leads to document Prop, VFX, and Animation pipelines.

  • Used those discussions to identify handoff pain points and adjust how work moved between disciplines.

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playtest → Action

Spring Sprint 2

  • Organized a combat-focused playtest to identify issues with input timing, ability feel, color language, and readability.

  • Turned the feedback into a polish push by assembling a Juice team with a clear call to action.

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Release Support

Final Sprint

  • Supported the final push through QA, tutorial design, trailer creation, and Steam build upload.

  • Helped move the project from classroom build toward public-facing release materials.

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hands-on polish

Final Sprint

  • Implemented player-facing feedback: beat indicator polish, low-health vignette, damage feedback, and menu parallax.

  • Supported the team hands-on when UI, game feel, and readability needed extra polish before release.

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©2025 by Steven Pasinsky. Created with Wix.com

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