


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
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Built sprint planning structure and task tracking
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Organized weekly priorities across disciplines
Team Alignment
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Kept design, engineering, art, audio, and QA synced
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Clarified ownership and next steps during reviews
MILESTONES
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Tracked deliverables from pre-production through release
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Helped the team stay focused on milestone goals
SCOPE
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Flagged risks and adjusted plans around team capacity
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Helped prioritize work when deadlines or dependencies shifted
COMMUNICATION
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Maintained async updates, meeting notes, and team clarity
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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
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Led Plan A / B / C feature scoping with discipline leads to define what could realistically fit into the project.
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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
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Built Jira filters, required fields, and ticket templates to raise task quality across the team.
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Flagged unclear or stale tickets so producers could clean up ownership, status, and missing details.
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Pipelines
Spring Sprint 1
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Worked with art and production leads to document Prop, VFX, and Animation pipelines.
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Used those discussions to identify handoff pain points and adjust how work moved between disciplines.
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playtest → Action
Spring Sprint 2
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Organized a combat-focused playtest to identify issues with input timing, ability feel, color language, and readability.
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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
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Supported the final push through QA, tutorial design, trailer creation, and Steam build upload.
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Helped move the project from classroom build toward public-facing release materials.
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hands-on polish
Final Sprint
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Implemented player-facing feedback: beat indicator polish, low-health vignette, damage feedback, and menu parallax.
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Supported the team hands-on when UI, game feel, and readability needed extra polish before release.
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