Jack Rockwood
Project Manager and Game Producer
My name is Jack Rockwood. I coordinate technical projects through clear communication, organized workflows, and detailed documentation. My experience includes professional game production at Gravity Well Games, leading collaborative development projects, and three years of university web development. I use tools such as Jira and Excel to help teams plan work, track progress, and adapt to changing needs.

Skills
Project Road Mapping
Managing Cross Functional Teams
Process Improvement
Creative Project Management
Agile Scrum
Detailed Documentation
Communication Skills
Tools
Jira
Favro
Confluence
Excel/Sheets
Davinci Resolve
Perforce
Unity
Unreal

Associate Producer at Gravity Well
As an associate producer, I coordinated work for the narrative, localization, and QA teams. I created processes for voice-over work, localization implementation, and smoke test maintenance. I also developed the milestone planning process, project roadmap, and Jira workflow with the help of a talented production staff.

Web Developer for Academic Governance at Michigan State University
As a web developer at MSU, I learned how to plan technical projects for a large organization and execute on those plans. I also helped run livestreams for academic governance events across campus.

Production Intern at Gravity Well
Working in the production department, I learned about AAA production methodology. I assisted managing large scale projects and mastered tools such as Jira, Confluence, and Perforce to best support the team. What started as an internship, eventually turned into a full-time role at the company as Associate Producer.

Paint the Town Dead
A fast-paced first-person brawler that combines creative combos and colorful carnage into a unique high action experience. Alongside Sony Santa Monica’s consultation, I solo produced a AAA-quality vertical slice.

Miskatonic
Miskatonic is a passion project that all started from a six week sprint for a vertical slice. Miskatonic is a horror game where players take the role of a cosmic monster to scare complex characters. Feedback was so positive that we spent another year developing it into a full title.

Isoskate
An isometric skating game where players create their own dream skateparks to overcome challenges. We were able to create a stylistic game by establishing art directions early and mapping out asset needs in accordance to development time.

Cormac’s Inferno
My team and I created a proof-of-concept for an action puzzle Metroidvania. We used Agile Scrum methodology with a burndown chart to manage tasks up to release.

Skatebrawl
My team and I created a proof of concept for a game that combined skateboarding movement with beat-em-up gameplay. We documented design elements early and worked to prove out the most essential elements for this vertical slice.
