Junior Art Producer
June 2022 - March 2023
Life is Strange: Double Exposure was created by 80 developers over the course of 3 years at Deck Nine Games.
During my time on Life is Strange, I served the Character, Environment, Lighting, VFX, and UI teams as their producer, creating & organizing Jira boards for them to easily track their work across milestones. I also reorganized & updated the past two years' worth of my teams' documentation, ensuring everyone was referring to the most recent decisions & understood how their work contributed to the whole of the experience.
My greatest achievement on this project was spearheading the UI. Since multiple leads collaborated together with our Game Director to establish the vision & scope of the work, I took it upon myself to pioneer conversations between the different departments, follow up on questions, and establish new documentation tracking interdisciplinary tasks. This ensured that our leads had clear action items for their responsibilities & future meetings were more efficient with clearer agendas. As a result of my efforts, the team was positioned for success even after I left the project. Because of these early conversations, the team was able create a new iteration of Max's journal & develop the new Messages & Crosstalk platform unique to Double Exposure.
Awards & Nominations:
- GDCA 2025 – Social Impact Award (Finalist)
- GDCA 2025 – Best Narrative (Honorable Mention)
- The Game Awards 2024 – Best Performance (Nominee)
- The Game Awards 2024 – Games for Impact (Nominee)
My contributions:
- Led cross-departmental efforts with Art, Tech, Design, and Narrative to define scope, priorities, and organization of UI work, ensuring the team had clear direction in their work across several milestones
- Spearheaded integration of our external developers, ensuring their character assets matched our style guide & modular NPC creation tools, improving feedback cycle velocity by 15%
- Successfully reorganized Jira boards for Character, Environment, Lighting, VFX, and UI teams, improving developers' understanding of their tasks & priority as well as making it easier to use for the developers' purposes
- Set up regular meetings in Zoom for developers working remotely across multiple time zones, ensuring agendas were followed & time was used effectively to achieve preestablished goals
- Improved our Confluence by archiving irrelevant pages & identifying key developers to update outdated documentation, regularly verifying at the end of each milestone that the information was still useful to the team
- Established clear goals for Lighting, VFX, and UX/UI strike teams, with risks, mitigations, and contingencies clearly communicated in order to make later pivots easier to implement earlier