Producer / Designer
About the Game
Development Period: August 2024 – December 2025
Platforms: PC (Windows and Mac)
Contributions: Designed production method, assisted in gameplay design, and scoped game for a vertical slice in a limited development window
Engine/Tools: Unity, Burndown Chart, Excel
Summary of Contributions
Skatebrawl was a short project, developed in just a few months. I learned so much about production in the process of making this game. I made various mistakes in pre-production, such as over scoping, misunderstanding the skillset of my team, and making an overly ambitious development plan. Although it was messy, we were able to pull back our scope and still come out with a product in the end.

I learned more from this project than many others because I was forced to look at my production methods and develop better ways to produce. This philosophy has followed me throughout my work, as I constantly strive to find better ways serve my team and allow for fallbacks when development doesn’t go as planned.

