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B2C • Product Operations • UI Systems

Chromatic Games

Product Operations & Multi-Platform Launch

As Producer reporting to the CEO, I led product operations across 18 reports spanning art, marketing, and customer service, owning headcount, hiring, budget, and KPIs. I also created the visual UI design system for the multi-platform launch.

Product Operations & Multi-Platform Launch

Overview

As Producer reporting directly to the CEO, I inherited a team where engineering had stalled; developers were stuck cycling through bugs with no direction on what to build next. I managed 12 direct reports and co-managed 6 more across art, marketing, and customer service, owning headcount, hiring, budget, and KPIs. I introduced a hybrid waterfall-to-agile process that increased delivery speed by 25%, and personally managed relationships with 7 platform partners: Microsoft, Sony, Nintendo, Valve, Humble Bundle, Epic Games, and our contracted PR team. We launched sequentially across PC, Xbox, Nintendo Switch, and PlayStation.

Abilities Demonstrated

  • Redesigned every UI screen and created a comprehensive Design System for UE4
  • Directed an 18-person cross-functional team across Art and Marketing
  • Forged partnerships with Microsoft, Sony, Nintendo, Steam, and Xsolla
  • Created a hybrid waterfall to Agile process for game development
  • Produced a complete UI kit of scaleable vector graphics for developer reuse
  • Served as Producer for Content and Marketing departments
Discover

Inheriting a Stalled Team

When I stepped into the role, the art-to-engineering pipeline had slowed to a near standstill and new feature work was not progressing. I began with discovery, interviewing team members, reviewing backlogs, and observing sprint execution to understand where delivery was breaking down. The work itself was strong, but engineering capacity had shifted heavily toward reactive bug cycles rather than forward-looking feature development, which limited momentum and created uncertainty across teams. By framing the issue as a delivery and prioritization problem, I was able to surface where the pipeline had stalled and begin rebuilding a clear path from concept to implementation.

Define

Production Framework

I translated those findings into a delivery model that added structure while respecting existing team ownership. Working closely with the co-producer and department leads, I shaped a hybrid waterfall-to-agile process that stabilized upstream planning while allowing engineering to continue operating in iterative sprints. I gathered input directly from art, design, and engineering to understand how work needed to flow, then aligned on a shared approach before formalizing it with leadership. Requirements and art direction were clarified earlier, handoffs became more predictable, and teams had clearer visibility into priorities. This rebuilt trust in the pipeline and restored a dependable path from concept to shipped features.

Established a hybrid Agile/Waterfall workflow optimized for creative production with consistent delivery.

Waterfall

Sequential & Linear

1

Game Design

Vision, mechanics, systems design

2

UI/UX Design

Wireframes, prototypes, user flows

3

Art

Concept art, 3D modeling, VFX

Agile

Iterative & Adaptive

4

Development

Sprint-based implementation cycles

5

QA

Continuous testing & iteration

Continuous feedback loop between Dev & QA

Hybrid Production Model — Chromatic Games

Design

Delivering Across Platforms

With the new process in place, I turned to execution, managing a sequential launch strategy across PC, Xbox, Nintendo Switch, and PlayStation. Each platform had its own certification requirements, submission timelines, and partner expectations, so I coordinated directly with Microsoft, Sony, Nintendo, Valve, Humble Bundle, Epic Games, and our contracted PR team to align release windows and marketing beats. Internally, I ran sprint reviews and retrospectives to keep the team focused on what mattered most at each stage, adjusting priorities as platform feedback came in. The structured handoffs from Define meant engineering always had a clear queue, and the 25% delivery improvement held as we scaled from a single Steam release to four concurrent platform pipelines. I also managed headcount decisions, performance reviews, and budget allocation throughout, keeping the team stable and motivated through a high-pressure launch cycle.

Dissect

Results & Impact

The hybrid agile-waterfall framework delivered significant operational improvements, including enhanced team efficiency through structured processes, reduced interdepartmental conflicts, and improved stakeholder visibility with faster decision-making. These changes resulted in a successful multi-platform launch on time across all planned platforms while achieving team velocity improvements, meeting customer satisfaction targets, and reducing crunch periods through better scope management.

4+
Platforms

Sequential launch

18
Team Members

Cross-functional team

25%
Faster Delivery

Reduced timelines

7
Partners

Platform relationships

Key Achievements

Project Outcomes

Successfully Launched

Across Microsoft Xbox Series X/S, Sony PlayStation 4, Nintendo Switch, Steam and Humble Bundle.

Reduced Timelines

Established a hybrid Agile/Waterfall process across design and dev, reducing timelines by 25%.

Improved Productivity

Implemented performance metrics and improved team productivity across Art and Customer Success.

Built Relationships

Built strategic relationships with platform partners, distribution channels, and PR agencies.

Hands-On Design

UI Design System

While leading the team, I personally redesigned every in-game UI screen and built a comprehensive design system in Unreal Engine 4, producing scalable vector assets that developers could reuse across platforms without rework.

Campaign Map Select

Campaign Map Select

Session Browser

Session Browser

Chromatic Games Homepage Redesign

Chromatic Games Homepage — redesigned and developed for the DDA launch

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