Players had funded the game and were waiting for the features and platforms on its roadmap.
I rebuilt delivery around the promises we had made to players
When I moved from UX into production at a 28-person game studio, I changed how we planned, prepared, and developed features promised to players. I managed the team and kept designing the UI.

At a glance
I helped a game studio get feature work moving again.
When I moved from UX into production, feature work had nearly stalled and dates promised to players had slipped. I interviewed the team and followed work through product planning, art, and engineering to find where it was getting stuck. I changed how we planned and handed off work while managing the team and continuing to design the UI.
11 employees and one contractor
A stalled pipeline returned to new feature development
Sprints, story points, bug rotation, Jira, and ClickUp
Situation
Players were waiting, and feature work had nearly stalled.
Dungeon Defenders: Awakened had Kickstarter backers and an active player community waiting for promised features and platforms. Some dates had already been missed. Bug fixes took up engineering time, and UX and art could not tell when their prepared work would be developed.
Starting state · players waiting on features
Designs and assets were waiting to be developed while engineers dealt with urgent bugs.
The commitments started before I joined.
Diagnosis
I found where work was getting stuck.
The team was producing strong work, but people lacked clear priorities and could not see what happened after a handoff. I used interviews, backlog reviews, and planning sessions to work out what needed to change.
Diagnosis · evidence to understanding
People needed clearer priorities and a way to get prepared work into development.
Priorities and handoffs needed workDecision
I matched the process to the way each discipline worked.
I used Shape Up to define the product work, Waterfall to plan UX and art preparation, and Scrum Agile for engineering. UX and art could plan what to prepare and when. Engineering received designs and assets with more decisions resolved. Leadership could base commitments on scope and dependencies rather than dates alone.
How I organized the work
Shape
Shape UpDefine the problem, agree on the scope, and make the product decisions needed to start.
Create
WaterfallInventory assets, identify dependencies, estimate the work, and set the order.
Build
Scrum AgilePlan sprints, estimate with story points, break up large tasks, and rotate responsibility for bugs.
Shape the work. Create it. Build it.
Delivery
I managed delivery and kept designing the game.
I managed 12 direct reports at peak and planned work from episode roadmaps down to individual sprints. I also designed the game’s UI and reviewed it in Unreal Engine. Developers handled the implementation.
Leadership model · player and coach
Help the team plan and own their work
I set priorities, ran one-on-ones, and worked through dependencies between teams so people knew what to do next.
Keep designing and reviewing the UI
I designed interface art and reusable components, reviewed the implementation in engine, and helped write player updates.
I redesigned the entire UI to feel more like the original Dungeon Defenders.


Hands-on craft · system to screens
I helped us prepare for and pass XBOX and Nintendo Switch certification.
I prepared storefront assets and adapted trailers to platform requirements. I worked with the team on submissions and joined Nintendo meetings about patch requirements. The team handled technical certification work and fixes. I coordinated launch communications and helped prepare Steam updates for release.
UpdatesPC / Steam
LaunchXBOX
LaunchNintendo Switch
Results
Feature work resumed, and the team kept the practices after my handoff.
Feature development resumed, and we met the revised customer-facing dates we committed to during my tenure. These were new commitments, not the original Kickstarter dates. After my handoff, Development kept sprints, story points, the bug rotation, and the Jira structure I had reorganized. The ClickUp workspace I reorganized for non-development work also stayed in use.
Results · what changed
Before
- Feature work nearly stalled
- Unclear priorities
- Missed dates and few player updates
Intervention
- Shaping and prioritization
- Art inventory and episode plan
- Jira structure and sprint cadence
- Candid player update
Observed after
- Feature development resumed
- Revised dates met during my tenure
- Shared plans and forecasts
- Player updates resumed
- Practices kept after handoff
What this work shows
I helped teams turn plans into delivered work.
Working as a player-coach let me address both sides of a handoff: how the team prepared the work and what developers needed to implement it.
I made priorities and ownership clearer.
Knowing what came next, who owned it, and what other teams needed gave people a clearer basis for planning and owning their work.
I connected plans to prepared handoffs.
Resolved scope, designs, and dependencies gave engineering a clearer starting point and leadership a better basis for scheduling commitments.
I gave developers a consistent UI foundation.
Reusable visual components carried the same patterns across screens. Developers implemented them in engine, and I reviewed the result with them.
