MY ROLE
I was the producer that helped greenlight the game, ramped up the studio from 25 people to 150, and overlooked development of the gameplay teams including the combat pod, maps pod, destruction pod, game modes pod, audio pod, and content creation pod. 
As the studio's gameplay producer I shipped the core weapons (UMP45, F2000, LSAT, 338 Recon, PP2000, & P226), vehicles (ATV, M1 Abrams, T-90, & Apache), and gadgets (AT Mine, C4, Claymore, Spotting Drone, & SMAW) for launch. From there I produced the loadouts (Attachments, Weapon Specialization, & Cosmetics) and setting options (Gyro Controls) for the game progression. 
Outside of player loadouts and controls, I produced the game's destruction system (Micro System, Macro System, & Levelution) and core new/original maps (Grand Bazaar, Noshahr Canals, Survey 6, & Trinity Mark) available for low to high end devices. Once the visuals were in place I produced the audio (Dialogue System, Dolby Atmos, Audio Occlusion, & Reverb) and helped release the core game modes (Conquest, Team Death Match, & Rush). I shipped new features every 4-6 months by facilitating Scrum ceremonies for 30 developers.
ACCOMPLISHMENTS
Battlefield Mobile gained strong traction throughout its alpha and beta tests across Southeast Asia, achieving milestones never seen in mobile FPS games. It was the first to deliver true 16v16 multiplayer matches without bots, large scale environmental destruction, full Dolby Atmos support, and much more. The game earned positive reactions from famous Battlefield content creators and frequently appeared on top mobile games to watch lists during its development. The studio's culture committee also received GameIndustry.Biz's Health & Wellness Award.
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