B2C • Product Operations • UI Systems
Chromatic Games
Product Operations & Multi-Platform Launch
As Producer reporting to the CEO, I led an 18-person multidisciplinary organization, including 12 direct reports across art, marketing, and customer service, owning headcount, hiring, budget, and KPIs. I also created the visual UI design system for the multi-platform launch.

Overview
I inherited a development organization whose feature work had effectively frozen. Engineering was cycling through bugs without a clear path back to prioritized product development. As Producer reporting directly to the CEO, I managed 12 direct reports across an 18-person multidisciplinary organization, including 6 co-managed contributors, owning headcount, hiring, performance management, career development, budget, and KPIs. I rebuilt the operating model using Shape Up principles adapted to the studio's needs, re-established feature prioritization, and coordinated relationships with 7 platform, distribution, and communications partners through a sequential launch across PC, Xbox, Nintendo Switch, and PlayStation.
Abilities Demonstrated
- Redesigned every UI screen and created a comprehensive Design System for UE4
- Managed 12 direct reports across an 18-person multidisciplinary organization
- Managed platform, distribution, certification, and launch relationships with Microsoft, Sony, Nintendo, Valve, Humble Bundle, and Epic Games
- Rebuilt the delivery operating model using Shape Up principles adapted to the studio's needs
- Produced a complete UI kit of scaleable vector graphics for developer reuse
- Served as Producer for Content and Marketing departments
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.
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
Game Design
Vision, mechanics, systems design
UI/UX Design
Wireframes, prototypes, user flows
Art
Concept art, 3D modeling, VFX
Agile
Iterative & Adaptive
Development
Sprint-based implementation cycles
QA
Continuous testing & iteration
Hybrid Production Model — Chromatic Games
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, and Epic Games 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 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.
Results & Impact
Rebuilding the operating model restored a clear path from concept to shipped features, 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 establishing a repeatable model across design, engineering, and QA.
Sequential launch
18-person organization led
Platform, distribution & communications
Project Outcomes
Successfully Launched
Across Microsoft Xbox Series X/S, Sony PlayStation 4, Nintendo Switch, Steam and Humble Bundle.
Restarted Feature Development
Rebuilt the delivery operating system, restoring prioritization and a repeatable path from concept to shipped features.
Coordinated Four Platform Pipelines
Established a repeatable model across design, engineering, and QA for a sequential multi-platform launch.
Managed External Relationships
Managed platform, distribution, certification, and launch relationships across 6 partner organizations.
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

Session Browser

Chromatic Games Homepage — redesigned and developed for the DDA launch

