At Kooapps, my title was Associate Game Designer. However, I fulfilled the responsibilities as the producer for my projects as well. I maintained tight communication between my international engineering and art teams to cut wasted time and resources, even when working in different time zones.
Working on Helix Stack Jump, I utilized software development methodologies like Agile and Waterfall, and I worked on Atlassian Confluence and ClickUp to develop and maintain this project.
Every day, I would meet in Scrum meetings to inform my team what design specifications I was working on and to be updated on how the developers were doing with their sprints. Before a sprint, I would create a Waterfall: First, I create all the tasks for an upcoming release, including art and engineering tasks. Second, the artists will fulfill all their tasks, and I would provide the assets to the engineers. Third, I would meet with the engineering team and go through each task to clarify confusion, establish time frames, and set priorities if some tasks need to be delayed. Only after the Waterfall is done does the engineering team begin their sprint. During their sprint, I keep in close contact with daily Scrums to remove any of their blockers.
I maintained a project roadmap to implement features and target long-term key performance indicator (KPI) goals. I added to the Atlassian Confluence wiki my updated roadmap, project requirements, live events timelines, metrics reports, A/B tests, and operation guides. The Atlassian Confluence wiki is used by all my team members and the rest of the studio, so they know the state of my project.
I developed tasks in the Kanban board, ClickUp, for design, art, and engineering requirements. For example, in preparing for a monthly live event, I would create a master development ticket and fill it with subtasks for specific features like gameplay, UI, or A/B tests and fill each ticket with my design specifications. Then I would create a master art ticket with subtasks correlated to each engineering task and link each related engineering-art task together. On these tasks, I provided resources, wikis, design specifications, and iteration feedback regularly to minimize confusion and wasted time.
From my work, I performed 7 A/B tests, streamlined the workflow between artists and engineers, and created five successful monthly live events.
Click Here to Learn More About My Work on Helix Stack Jump