Selected work
Three production stories — ship, systems, sports.
SWAGFLIP — Parkour Origins
Shipped / live
Producer & Developer · JR Studios · Mobile
- Result
- 14M installs · 4.3 rating
- Team
- In-house + outsourced contractors
- Tools
- Unity · Jira / Trello · Agile
The problem
Ship a polished parkour game with a lean indie setup — coordinating contractors, keeping scope honest, and getting to a live product players would stick with.
What I owned
- End-to-end production: milestones, dependencies, reviews, and delivery
- Cross-discipline coordination across art, design, and engineering
- Schedule and budget discipline through iterative planning (on time, under budget)
- Live quality bar after launch
How we ran it
Broke work into iterative slices, ran regular progress updates and reviews, and used lightweight Agile tracking so contractors always knew the next milestone. Stayed close to the build — not just the board — so quality calls happened early.
Outcome
SWAGFLIP reached 14M installs at a 4.3 rating — full cycle from production through ship and live operation.
What I’d carry into a studio
Clear milestone language for mixed teams, early risk calls on art/dev handoffs, and a habit of playing the build before trusting ticket status.
True Dirt Offroad Racing
In development
Producer & Developer · JR Studios · Unity
Illustrative concept still (in-engine capture coming).
- Focus
- Procedural truck destruction
- Production
- Jira milestones · outsourcing
- Status
- Active development
The problem
Build an offroad racing game where a signature system (procedural truck destruction) stays fun and shippable while art and features move through an outsourced pipeline.
What I own
- Production planning and Agile milestone tracking in Jira
- Coordination of outsourced work against an evolving vertical slice
- Hands-on development of the procedural truck destruction system
- Keeping scope tied to what the next milestone actually needs
How we’re running it
Jira milestones as the source of truth, regular contractor check-ins, and tight coupling between destruction tech and vehicle feel. Production and implementation sit in the same loop so technical risk doesn’t hide until late.
What this shows a studio
Comfort producing and understanding technical feature work — useful for tech-leaning producer seats where you partner with engineers without needing to be the only expert.
Freeride MTB
In development
Producer & Developer · JR Studios · Unity → Steam MVP
- Team
- 2 people
- Window
- ~6 months to Steam MVP
- Focus
- Freeride · trails · wear
The problem
Stand up a freeride MTB vertical slice for Steam with a tiny team — clear roadmap, honest scope, and a sports feel that plays well early.
What I own
- Roadmap, milestone planning, and vertical-slice scope
- Day-to-day production decisions: what makes the slice vs. what waits
- Building core freeride systems and integrating trail / wood-feature / wear pipelines
- Keeping a shippable MVP definition visible so the team doesn’t wander
How we’re running it
Short milestones aimed at a Steam-ready MVP, with production and implementation tightly shared. Prioritizing readable freeride fantasy (lines, features, wear) over feature sprawl.
What this shows a studio
Sports passion plus current production ownership — and proof you can set a quality bar and a timeline when the team is small and every week counts.