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Product OpsPrioritizationTeam LeadershipMulti-Platform Delivery

Chromatic Games

Restarting Product Delivery at Chromatic Games

Product Operations, Prioritization, and Multi-Platform Delivery

I led product and delivery work within a 28-person game studio, with 11 employees and one contractor reporting directly to me. The feature pipeline had effectively stopped, while public Kickstarter commitments and missed dates created an urgent need to restore delivery and rebuild player trust.

My UX/UI design:Dungeon Defenders: Awakened campaign map select
Role
Producer, reporting directly to the CEO
Management scope
11 employees and one contractor reporting directly, within a 28-person organization
Ownership
Product and delivery operations, people management, and financial accountability
Platform scope
Ongoing PC operations, plus XBOX and Nintendo Switch launch coordination

My contribution

What I personally owned

Product ownership
Shaped product work, rebuilt delivery operations, managed budgets and KPIs, and owned customer-facing schedule commitments.
Design ownership
Hands-on redesign of the in-game interfaces shown here and creation of a reusable Unreal Engine 4 UI system.
Leadership and delivery
Direct management of 11 employees and one contractor, ongoing PC product operations, and launch coordination for XBOX and Nintendo Switch.

I personally designed the product interfaces shown in this case study. The broader studio and external platform partners contributed to implementation and launch.

Ambiguity

A Stalled Pipeline with Public Promises Attached

How could we restart feature development while creating a schedule the team could execute and players could trust?

When I stepped into the role, the art-to-engineering pipeline had slowed to a near standstill. Engineering was cycling through reactive bug work, new feature development was not progressing, and teams lacked a dependable path from an idea to an implementation-ready feature.

This was not a blank-slate product. Players had funded Dungeon Defenders: Awakened through Kickstarter and received public commitments about features and release timing. Some of the original dates had already been missed.

Pipeline

Feature work had stalled

Engineering

Reactive bug cycles dominated

Roadmap

Patch and console releases had already been delayed

Trust

Earlier dates had been missed

Investigation

Separating Team Performance from System Failure

I began by tracing how work moved, where it stopped, and what information each discipline needed before it could move forward.

  1. 01

    Interviewed team members and department leads

  2. 02

    Reviewed the backlog and active feature work

  3. 03

    Observed sprint planning and execution

  4. 04

    Mapped handoffs and identified roadblocks

Diagnosis
The individual work was strong. The larger problem was the operating system around it.

Engineering capacity had shifted heavily toward reactive bug cycles. Features did not always reach implementation with clear product direction and resolved dependencies.

Upstream teams had limited visibility into when their work would enter development, while engineering lacked a stable queue of implementation-ready features.

By treating the situation as a delivery-system failure rather than a team-performance failure, I could address the pipeline without undermining the people working inside it.

Structure

From Shape Up to Waterfall to Agile

The model gave each kind of work a clear home, then moved approved bets through creative preparation and iterative engineering.

Decision layer01

Shape Up

Frame the problem, set boundaries, and agree on a product bet before committing delivery capacity.

Learn about Shape Up
Creation layer02

Waterfall

UX and art followed a sequenced production plan so assets and dependencies were ready before engineering.

Delivery layer03

Agile

Engineering pulled prioritized work into sized sprints, with QA and platform feedback informing each cycle.

Prioritization

Turning Public Commitments into Executable Bets

The initial order was constrained by features already laid out publicly. My responsibility was to turn those commitments into work the organization could execute without allowing attractive new ideas to displace existing promises casually.

Schedule reset

The project inherited Kickstarter dates that were no longer achievable. After rebuilding delivery, we reset the customer-facing schedule and met every date communicated to players from that point forward.

Roadmap constraint

Public Player Commitment

Once a feature appeared on the public roadmap, completing it became part of maintaining player trust.

Collaborative shaping group
Mario, ProducerCo-producerCEOTechnical producerArt directorCommunity manager
Shaped output

Executable Feature Bet

A feature with the major product, technical, and art decisions resolved before implementation.

Product decision

Treat public commitments as roadmap constraints

Shape each commitment into a buildable scope before the organization commits engineering capacity.

Tradeoff

Accountability reduced flexibility

The public roadmap strengthened player trust, but limited the freedom to pursue new opportunities before existing promises were addressed.

Alignment

Building a Schedule the Team Could Defend

I aligned leadership and discipline leads around ownership, capacity, and handoffs so revised dates came from a plan the team could explain and execute.

01 · Ownership

Agree on who owned what

I aligned with the co-producer, CEO, and Art Director on departmental ownership before we changed how work moved.

02 · Capacity

Estimate in the right cadence

Art estimated maps and character packs while Engineering sized implementation work and split oversized tasks.

03 · Dependencies

Make the release path visible

An Art inventory, reorganized Jira, and Episode-level Gantt plan showed what was ready and what came next.

Operating cadence

Sprint reviews and retrospectives gave the team a recurring place to surface problems, evaluate the process, and adjust how work moved between departments.

Execution

Running the PC Roadmap and Coordinating Console Delivery

Once the pipeline and revised schedule were in place, I supported DDA as an evolving PC product and coordinated XBOX and Nintendo platform delivery, each with distinct storefront, submission, and communication needs.

01

PC

Steam and Humble Bundle

Ongoing product operations, Episode delivery, storefront optimization, and player communication

02

XBOX

Microsoft

Launch planning, storefront setup, submission assets, and communications

03

Nintendo Switch

Nintendo

Platform meetings, submission support, launch communications, and remediation coordination

Additional partnersEpic GamesXsollaExternal public-relations agency

PC required continued roadmap and commercial operations after 1.0, while XBOX and Nintendo added launch timing, submission, and partner constraints.

Across all three workstreams, I coordinated the disciplines responsible for product readiness and player communication.

Outcome

Feature Delivery Restored and Revised Dates Met

Schedule result

Every customer-facing date established after the delivery reset was met.

3

Platform workstreams supported

Ongoing PC operations plus XBOX and Nintendo launch coordination

7

External partners coordinated

Platform, distribution, technology, and communications organizations

4

Operating practices retained

Sprints, story points, rotating bug ownership, and reorganized Jira

The project did not meet the dates originally proposed during its Kickstarter campaign. The result reflects the schedule established after I helped restart delivery and reset expectations with players.

Feature delivery restarted

A stalled pipeline returned to forward-looking product development.

Repeatable delivery path

Shaped ideas moved through a visible concept-to-release operating model.

Cross-functional visibility

Teams and leadership shared a clearer view of priorities and readiness.

Player commitments fulfilled

Revised dates and public roadmap work became dependable commitments.

Supporting Execution

A UI System Built for Cross-Platform Delivery

Alongside my production responsibilities, I redesigned the in-game interface and created a reusable UI system for Unreal Engine 4. The scalable vector assets and shared patterns removed implementation ambiguity and reduced the need to recreate screens independently for each platform.

UX/UI design

I designed each interface shown below as part of the reusable cross-platform UI system.

Main Menu. Logo by Michael "Rusty" Drake
Pause Menu. Character Icons by Michael "Rusty" Drake
Session Browser
Chromatic Games Launch Website. Key Art by Michael "Rusty" Drake
Lessons

What I Reused Later

01

Public commitments guide the roadmap

Once a roadmap is shared with customers, prioritization is no longer an internal exercise. New opportunities must be evaluated against the trust attached to existing promises.

02

Work must be shaped before it is scheduled

Engineering capacity was not the only constraint. Features needed clear product direction and resolved cross-discipline dependencies before entering delivery.

03

Ownership creates work people champion

A technical artist took ownership of a small reusable environment asset, delivered it quickly at exceptional quality, and kept pointing to it afterward. It reinforced that my role was not only to assign work, but to give specialists room to exercise their expertise and take pride in the result.

Continuing impact

The model worked well enough that I continued developing it at Magic Button Labs, where it influenced the operating approach used for the Klutch offering.

Looking for a product manager who can connect strategy, prioritization, alignment, and execution?

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