Resume

SUMMARY

Senior Producer and technical project leader with 12+ years in AAA game development. Specializes in pipeline architecture, workflow tooling, and process automation, with a track record of building production systems from the ground up across engineering, art, design, QA, and external development. Has managed teams of 30+ through complex, multi-phase deliveries while configuring and optimizing tools including Jira and ShotGrid to match actual team needs. Brings consistent focus on roadmap execution, risk mitigation, and stakeholder alignment across both technical and creative production domains.

SKILLS

Production Tools: Jira, Confluence, ShotGrid, Miro, Excel, Perforce, Unreal Engine 5

Technical Skills: Excel VBA, Python (ShotGrid API), C++ (foundational), technical documentation, process automation

Production Expertise: Pipeline architecture, dependency mapping, roadmap execution, risk mitigation, timeline and budget management, Agile methodologies

Team & Stakeholder Management: Cross-functional team leadership, stakeholder alignment, external development coordination, international team communication

EXPERIENCE

Bend Studio | Remote

Producer (Contract)

May 2026 - Present

Embedded producer for Concept Art, Character Art, and Atmospherics/VFX teams on an unannounced title

Partner directly with the Art Director to align department needs and priorities, translating creative vision into actionable sprint plans

Own sprint planning and capacity management across art teams, tracking workload against sprint timelines, flagging risks, and removing blockers to maintain delivery momentum

Coordinate with feature producers to ensure art team priorities remain aligned with broader production goals

Support external development by scoping outsourceable work and reviewing artist-authored briefs for completeness before handoff

Firewalk Studios | Remote

Senior Producer

April 2024 - November 2024

Led cross-functional production for multi-departmental PvP multiplayer features, coordinating integration across engineering, art, design, and QA

Redesigned Jira workflows by eliminating excess custom fields and restoring core functionality, improving maintainability, filtering, and team usability

Analyzed recurring meeting cadence in Miro and executed a consolidation plan that eliminated 50% of redundant sessions, directly recovering team capacity

Iterated on the map development pipeline to align with QA testing requirements, reducing re-testing cycles and accelerating delivery

Centralized team documentation and optimized international communication workflows, improving visibility and adoption across distributed teams

Mentored junior producers and developers, building ownership and a culture of continuous process improvement

Producer

June 2021 - March 2024

Owned end-to-end production for the PvP multiplayer maps feature, delivering 12 launch environments while coordinating engineering, FX, audio, UI, and narrative teams

Served as direct producer for World Art, Environment Concept, and Level Design teams, managing day-to-day workload, priorities, and delivery across all three disciplines

Directed 30+ artists, designers, and leads to deliver assets on time and within scope, aligning internal stakeholders, outsourcers, and cross-functional partners on quality and thematic standards

Built the map development pipeline from scratch, mapping dependencies across all disciplines, authoring the initial process, and facilitating iterative reviews to reach full team consensus

Managed outsourced map production across two European vendors, coordinating directly with one producer per studio and maintaining delivery alignment across time zones

Served as producer for embedded outsource design teams, managing workload and assigning tasks in direct collaboration with the Level Design Lead

Owned high-level roadmapping in Miro and granular execution in Jira, translating strategy into executable timelines and milestone plans

Ran standups and cross-team syncs to identify risks, remove blockers, and maintain delivery momentum across internal and external teams

Blizzard Entertainment | Irvine, CA

Technical Producer - Cinematics

January 2020 - May 2021

Designed and developed a bidirectional Excel/ShotGrid reporting system used by approximately 20 producers across Cinematics and Creative Development, enabling producers to edit production data in Excel and sync changes back into ShotGrid

Owned full product lifecycle from requirements gathering through deployment: wireframed report designs, gathered approval from the Director of Production and senior producers, coded formatting and data validation in Excel VBA, and iterated based on user feedback

Built error handling and cell protection logic to prevent incorrect data from syncing into ShotGrid, writing and maintaining the spec independently and patching edge cases as they surfaced in production use

Created high-level project reports for Story and Franchise leadership, translating raw production data into director-facing formats

Led department-wide ShotGrid onboarding, authoring technical documentation and user guides and running hands-on training sessions across teams

Associate Technical Producer - Cinematics

March 2018 - January 2020

Performed equivalent responsibilities to the Technical Producer role above across both titles, supporting ShotGrid workflows, production reporting, and cross-team coordination

Associate Producer - Cinematics

February 2017 - March 2018

Supported senior producers across multiple Blizzard titles in production workflows, cross-team coordination, and ShotGrid reporting

Periodically stepped into senior producer responsibilities to cover unfilled roles and planned absences, and trained incoming senior producers on departmental processes and tools

Production Assistant - Cinematics

October 2014 - February 2017

Final Frame Quality Analyst - Cinematics

January 2014 - October 2014

Customer Support - Specialist Game Master

October 2012 - January 2014

PROJECTS

Concord (2024) – Senior Producer

Diablo IV (2023) – Technical Producer [Cinematics]

Overwatch 2 (2022) – Technical Producer [Cinematics]

Diablo II: Resurrected (2021) – Technical Producer [Cinematics]

World of Warcraft: Burning Crusade Classic (2021) – Technical Producer [Cinematics]

World of Warcraft: Shadowlands (2020) – Technical Producer [Cinematics]

Warcraft III: Reforged (2020) – Technical Producer [Cinematics]

World of Warcraft Classic (2019) – Associate Technical Producer [Cinematics]

World of Warcraft: Battle for Azeroth (2018) – Associate Producer [Cinematics]

World of Warcraft: Legion (2016) – Production Assistant [Audio]

Overwatch (2016) – Production Assistant [Cinematics]

Starcraft II: Legacy of the Void (2015) – Production Assistant [Cinematics]

Heroes of the Storm (2015) – Production Assistant [Cinematics]

World of Warcraft: Warlords of Draenor (2014) – Final Frame QC Analyst [Cinematics]

Diablo III: Reaper of Souls (2014) – Final Frame QC Analyst [Cinematics]

Hearthstone (2014) – Final Frame QC Analyst [Cinematics]

Starcraft II: Heart of the Swarm (2013) – Specialist Game Master

CERTIFICATIONS

EDUCATION

University of Central Florida

B.A. Interdisciplinary Studies
Minor: Information Technology
Graduated with Cum Laude honors

Full Sail University

B.S. Film
Graduated with Perfect Attendance