Game Production Portfolio
Community Manager
UCSC - M.S. Games and Playable Media
Maintain positive industry relationships to get professionals to speak at 24+ school seminars to for student insights
Communicated & followed up on students’ concerns to faculty to improve community morale and new events
Planned & executed 12+ cross-program social and education events to benefit students’ sense of belonging and growth, including 2 Hackathons with 12 alumni judges and 60+ students participating in challenging competitions
I Value People
I wanted to get more involved in making friends and creating a positive education and social environment for all my classmates. I loved getting to know my cohort and bringing people together to make new friends and memories. My favorite part about being the community manager was working with my peers and with the UCSC M.S. Human-Computer Interaction community managers to make cross-program events! These experiences created friendships and inter-program cohesion and participation in each other projects. The joy of bringing people together fills my soul and drives me to be a better leader. I only ever want the people around me to be happy and find good people to experience what life has to offer.
SVC Hacks Autumn 2024
Worked with the M.S. Human Computer Interaction program community manager for Silicon Valley Campus's first and reoccurring cross-program hackathon!
Hackathon themes cover important subjects such as environmental sustainability. These challenge the students to make an interesting game or product for a good cause, which leads to exciting games and applications!
You can experience the winning game Branch Manager here.
Helix Stack Jump
Kooapps - Producer
Helix Stack Jump
Hypercasual Mobile Game
Use the ball to break through the stacked rings to complete the level
Satisfying and relaxing gameplay during downtown
Fulfilled producer responsibilities for Helix Stack Jump
Maintained tight communication between my international engineering and art teams to cut wasted time and resources, even when working in different time zones
Utilized software development methodologies like Agile and Waterfall, and used contemporary organization tools to develop and maintain this project
Attended daily Scrum meetings to inform my team what design specifications I was working on and to be updated on how the developers were doing with their sprints.
Developed Waterfalls:
Draft design documents
Create art and engineering tasks
Hosted art and engineering meetings to determine task feasibility
Daily follow-ups with artists and engineers for clarification and feedback
Maintained a project roadmap to implement features and target long-term key performance indicator (KPI) goals
Performed seven live software tests, streamlined the workflow between artists and engineers, and created five successful monthly live events.
Helix Stack Jump Performance
Recorded on Google Play Store Version, Feb. 2022 - Aug. 2022Since I started designing and producing this project:
Live Event Games Complete Occurences Per User (OPU) increased by almost 3-fold
Live Event RV Ads OPU increased by over 15-fold
Daily Challenge Games Complete OPU increased by almost 4-fold
Daily Challenge RV Ads OPU increased by over 14-fold
Advertisement Revenue Per Daily Active User Increased
Gun Matrix and Rapid Development
Kooapps - Producer
Gun Matrix
Hypercasual Mobile Game
The player auto-runs through levels and precisely shoots enemies at the correct time
Fulfilled producer responsibilities for Gun Matrix and the seven other rapidly developed games
Maintained tight communication between my international outsourcing teams to cut wasted time and resources, even when working in different time zones
One of eight games I rapidly developed. It was the most successful game, achieving high enough day 1 retention to fully commit a team to its development
Utilized software development methodologies like Agile, and used contemporary organization tools to develop and maintain this project
Held three weekly Scrum meetings to update my teams on tasks, review weekly builds, and clarify blockers
Click Here to Learn More About My Work on Gun Matrix and Rapid Development
Freight Hopper
Husky Game Studio - Producer
Freight Hopper
Physics-based, fast-paced, first-person platformer game
A short 10-level game to relax or compete for better times
Fulfilled producer and project management responsibilities for this project including:
Recruiting, software development methodologies, scheduling tasks, and organizing development cycles
Determined content presented to the public on the Husky Game Studio's LinkedIn, Twitter, and YouTube.
Learned how to work with a small group of 10 people by utilizing tight written and verbal communication
How to organize my team using a Kanban board, ClickUp
Utilize Agile methodologies, such as weekly SCRUM meetings, in addition to other specialized coding and art reviews
Iterated based on quality assurance and player testing
Ensure my friends and classmates in Husky Game Studio are not overworking themselves
We are a student-run studio, not a formal company. All work on this game was agreed upon volunteer work
Freight Hopper Performance on Steam
Recorded July 29th - September 3rd, 20229,000 Purchased Copies
2,737 Unique Players
139 Average Daily Active Users (last seven days)
218 Wishlists
2,724 Total First-Time Downloads
40-Minute Average Playtime
431,707 Impressions
53,202 Visits
12.32% Impressions->Visits, Click-through Rate
34 Reviews, 97% Positive
Overall, I am ecstatic that people enjoy Freight Hopper. It was a fantastic pleasure to work with great classmates and produce something that others found valuable. If Freight Hopper sees more growth as the metrics are depicting, I will continue to work on additional gameplay for the game.
Freight Hopper has a Speedrun.com page with one uploaded run listed at 2 minutes, 32 seconds, 967 milliseconds. Check out the speed run here!