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โฆ The World Map โฆ
๐ Art Village ยท Origin Story
CHARACTER PROFILE
The person behind the producer. Levelled up through code, collaboration, and creative chaos.
Ever since I first held a controller, I've been captivated by the power of games to tell stories, challenge minds, and bring people together. What started as wonder became obsession โ I wanted to understand the invisible systems behind the magic: the pacing, the feedback loops, the way a team's work became someone else's joy. A CS degree gave me the language; production gave me the tools. Within five years I went from coordinating ERP rollouts to co-owning the roadmap for a $40M+ Web3 gaming ecosystem, leading 50+ people across four continents.
"As a Producer, I turn vision into structure โ transforming creative ambition into shipped experiences that players remember for years."
From Web3 to AAA RPGs, I've led multi-timezone teams across art, design, and engineering โ managing stakeholder expectations from executive leadership to individual contributors. I thrive on clarity, connection, and the kind of collaboration that makes great games inevitable.
My Computer Science background from UCP gives me the technical fluency to sit inside a production challenge, not just manage around it.
Outside of production: I'm fascinated by quantum mechanics, the history of civilisations, and robotics โ the same curiosity that makes me love games. I'm based in Lahore, Pakistan, remote-ready, and genuinely open to wherever the best work is happening.
๐ Timeline Portal ยท Career Chronicles
OPS LOG
Each chapter, a different world โ same relentless commitment to shipping great experiences.
PRESENT
- Co-owned the full product roadmap with the Game Director โ defining priorities, milestones, and feature rollouts while managing scope-vs-budget tradeoffs across live AAA production.
- Built production pipelines that improved delivery predictability by ~40% across distributed global teams.
- Led sprint planning and ceremonies across North America, South America, and Europe time zones simultaneously.
- Contributed to the 700K+ install RCADE Web3 gaming ecosystem across multiple titles.
- Collaborated within a 50+ cross-functional team spanning engineering, art, design, and QA โ aligning stakeholder expectations from executive leadership to individual contributors.
2023
- Led Agile ceremonies and backlog refinement โ sprint velocity increased by 30% within 3 months.
- Maintained 95% milestone adherence rate through proactive risk management and dependency tracking.
- Improved player retention by 25% via a systematic UI/UX iteration and feedback loop process.
- Reduced project overhead by 15% through structured tracking, reporting, and process standardisation.
MAR '22
- Produced technical and functional design documentation to align cross-team understanding and reduce ambiguity.
- Conducted ERP system training across 4 departments, accelerating user adoption by 60% within the first quarter.
- Analysed existing workflows to identify and recommend targeted ERP process improvements.
๐ฐ Strategy Tower ยท Completed Quests
QUEST BOARD
Five missions. Each one a different challenge, a different world, a different team to lead to victory.
Each quest card holds the full story behind the title โ challenge faced, role played, process used, and results achieved. The best producers don't just ship games; they solve the problems no one else can see.
โ๏ธ Dev Forge ยท Skill Tree
ABILITIES & XP
Five-plus years of forging skills under real pressure. Each bar earned, not assigned.
๐ War Room ยท Production Methodology
HOW I WORK
Systems, not heroics. Every process I build is designed to make great work repeatable.
๐ Achievement Hall ยท Earned, Not Given
HALL OF FAME
Every badge has a story. Every number has a team behind it.
The Rune Vault
Ancient runes guard hidden knowledge. Match every pair to unlock the vault and prove your mastery of arcane memory.
โฆ Crew Testimonials โฆ
Recommendations
I believe the true measure of a producer's work lives in the experiences of those they collaborate with. Here's what my teammates have to say.
โฆ Thinking Producer ยท Not Just Executor โฆ
How I'd Improve Your Game Studio
Select your studio size for a tailored production diagnosis.
- No process = invisible debt. Tasks live in people's heads. When anyone leaves, institutional knowledge walks out too.
- Scope creep by default. Without a PM layer, every "quick feature" compounds into missed launches.
- Burnout blindspot. Small teams wear every hat โ nobody watches sustainable velocity.
- Reactive firefighting. Issues surface at crunch, not sprint planning, because there's no early-warning system.
- Lightweight Kanban first. One shared board in Linear or Notion โ visible to everyone, updated daily. Zero ceremony overhead.
- Weekly 30-min sync. Blockers surface before they compound. Written summary keeps async members aligned.
- A living design doc. One Google Doc per feature prevents "I thought we agreed" conversations.
- Milestone gates, not just deadlines. Define "done" before you start โ saves scope arguments mid-sprint.
- Document now, hire later. Build runbooks for every recurring task before you need a second person for that role.
- Producer as multiplier. One dedicated producer at 10 people unlocks full-time creative focus for everyone else.
- Metrics from day one. Velocity, bug counts, build frequency โ even rough data gives you a baseline before you scale.
- Culture before headcount. Codify how decisions get made. It's 10ร harder to fix culture at 30 people.
- Silo formation. Engineering, art, and design start optimising locally. Cross-discipline dependencies become invisible until they block.
- Milestone drift. Estimates were made before the team grew โ scope was never re-baselined for the new size.
- Onboarding tax. No documentation = new hires spend weeks figuring out "how things work here."
- Decision fatigue at the top. Founders are still approving too many things. Decision authority isn't delegated.
- Scrum with discipline. Two-week sprints, real retros, and a backlog that's actually groomed โ not a wishlist.
- Cross-discipline standups. Engineers, artists, and designers in one brief daily sync prevents "we didn't know you needed that."
- Risk register per milestone. A live doc of what could break, who owns the mitigation, and what the fallback is.
- Producer as information hub. I centralise status so leads stay heads-down โ not chasing updates from 15 people.
- Structured lead layer. Discipline leads need defined authority over their queues. Escalation paths should be explicit, not assumed.
- Pipeline standardisation. Art pipelines, code review flows, QA handoffs โ standardise before you double headcount again.
- Data-driven planning. Historical velocity per discipline lets you give publishers honest delivery forecasts.
- Retention through visibility. People stay when they see how their work impacts the whole. Regular all-hands builds this.
- Process fragmentation. Different teams run different workflows. Handoffs between them are where features go to die.
- Stakeholder misalignment. Publishers, investors, and leads all have different definitions of "on track" โ no one owns the single source of truth.
- Crunch as a habit. Teams have normalised sprint overruns. The root cause โ scope, tooling, dependencies โ is never addressed.
- Technical debt scheduling. Engineering wants cleanup time; production keeps deferring it. Compounds into ship-blocking bugs late in dev.
- Unified production dashboard. One live view of every team's status, blockers, and milestone proximity. Jira + Confluence done properly.
- Dependency mapping per sprint. Before each sprint, cross-team dependencies are logged and owners assigned. No surprise blockers.
- Scheduled hardening sprints. Every 6th sprint: no new features, only stability and debt reduction.
- Stakeholder cadence. Weekly written status for internal leads, monthly executive summary for publishers. No one needs to chase you.
- Production as a department. At this size, production needs its own headcount budget and a strategic seat at the table.
- Embedded producers per discipline. Art, engineering, and design each need a dedicated producer โ not one PM managing all three reactively.
- Post-mortem culture. Every milestone ends with a structured retro. What slipped? Why? What changes next? This compounds into better estimates.
- Async-first for distributed teams. If you span time zones, communication protocols prevent the daily standup from becoming the bottleneck.
- Live ops vs. dev pipeline conflict. Daily patches steal engineering bandwidth from the next feature. This tension needs explicit governance.
- Metric theatre. DAU, retention, and revenue reports are generated โ but decisions aren't changing based on them. Data without ownership is noise.
- Knowledge hoarding. Critical knowledge concentrates in senior ICs. Single points of failure in people, not just code.
- Velocity plateau. Adding people slows things down because communication overhead outpaces throughput gain.
- Dual-track production. Separate live ops and feature development into distinct sprint cadences with their own backlogs, capacity, and producers.
- Metric ownership model. Every KPI has an owner accountable for moving it. Reviewed in a monthly ops council โ not just reported, but acted on.
- Runbook everything. Every operational process has a written runbook. Incidents, releases, hotfixes โ no heroics, just procedure.
- Team topology audit. Are your team shapes still right for the work? Stream-aligned vs. enabling teams should be revisited per major milestone.
- Producer career ladder. If senior producers have nowhere to grow, you'll keep losing your best people. Define the path to Senior and Principal.
- Predictive planning. Move from milestone-based to rolling 12-week roadmaps with confidence bands โ lets marketing plan around real signal.
- Cross-studio knowledge transfer. Producers should rotate or shadow across titles. Best practices shouldn't stay siloed per project.
- Automate the reporting layer. CI/CD dashboards, automated test coverage, and build health metrics should surface without a person assembling them.
โฆ Send a raven โฆ
LET'S
MAKE
SOMETHING.
Have a game that needs a great producer? Building something ambitious? I'd love to hear from you. Every great title started with one conversation.