From a 14M-install mobile parkour game to current sports and offroad projects.
Looking for Associate / Intermediate Producer roles on collaborative studio teams.
Ship a polished parkour game with a lean indie setup — coordinating contractors, keeping scope honest, and getting to a live product players would stick with.
What I owned
End-to-end production: milestones, dependencies, reviews, and delivery
Cross-discipline coordination across art, design, and engineering
Schedule and budget discipline through iterative planning (on time, under budget)
Live quality bar after launch
How we ran it
Broke work into iterative slices, ran regular progress updates and reviews, and used lightweight Agile tracking so contractors always knew the next milestone. Stayed close to the build — not just the board — so quality calls happened early.
Outcome
SWAGFLIP reached 14M installs at a 4.3 rating — full cycle from production through ship and live operation.
What I’d carry into a studio
Clear milestone language for mixed teams, early risk calls on art/dev handoffs, and a habit of playing the build before trusting ticket status.
True Dirt Offroad Racing
In development
Producer & Developer · JR Studios · Unity
Focus
Procedural truck destruction
Production
Jira milestones · outsourcing
Status
Active development
The problem
Build an offroad racing game where a signature system (procedural truck destruction) stays fun and shippable while art and features move through an outsourced pipeline.
What I own
Production planning and Agile milestone tracking in Jira
Coordination of outsourced work against an evolving vertical slice
Hands-on development of the procedural truck destruction system
Keeping scope tied to what the next milestone actually needs
How we’re running it
Jira milestones as the source of truth, regular contractor check-ins, and tight coupling between destruction tech and vehicle feel. Production and implementation sit in the same loop so technical risk doesn’t hide until late.
What this shows a studio
Comfort producing and understanding technical feature work — useful for tech-leaning producer seats where you partner with engineers without needing to be the only expert.
Stand up a freeride MTB vertical slice for Steam with a tiny team — clear roadmap, honest scope, and a sports feel that plays well early.
What I own
Roadmap, milestone planning, and vertical-slice scope
Day-to-day production decisions: what makes the slice vs. what waits
Building core freeride systems and integrating trail / wood-feature / wear pipelines
Keeping a shippable MVP definition visible so the team doesn’t wander
How we’re running it
Short milestones aimed at a Steam-ready MVP, with production and implementation tightly shared. Prioritizing readable freeride fantasy (lines, features, wear) over feature sprawl.
What this shows a studio
Sports passion plus current production ownership — and proof you can set a quality bar and a timeline when the team is small and every week counts.
About
I’m a PMP-certified game producer in Vancouver. For the last 6+ years I’ve produced and
built Unity games end-to-end — shipping SWAGFLIP to millions of players and currently
producing True Dirt and Freeride MTB. I’m looking to bring that ownership into a
collaborative studio team as an Associate / Intermediate Producer.
Certifications: PMP (2024) · Agile with Atlassian Jira (2024) ·
Google Project Management Certificate (2024)