Dylan Shaffer Murphy
Games Producer
Clockwork Sword
With dynamic combat and weapon customization, this game blends classic ideas and unique elements into the genre.
Role: Lead Producer
Team Size: 37
Production Time: 8 months
Engine: Unity
Platform: PC, Steam, Epic Games
Contributions
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Managed the team & project for 8 months through pitch, prototype, production, release, and live operations.
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Established and fostered the development of a holistic team culture and effective conflict resolution.
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Coordinated with all team members to ensure effective team structure and created communication standards for efficient cross-functional teamwork.
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Led weekly project goal-alignment meetings and collaborated with discipline leads to ensure smooth production pipelines.
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Oversaw the project’s scope and all deliverables, owning solutions for roadblocks in leadership and cross-discipline processes
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Built discipline-specific systems for the tracking and prioritization of tasks for the design, art, & engineering teams; used Agile methodologies to comprehensively manage 400+ tasks
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Setup and managed 3 feature-focused strike teams throughout 4 months of development. Organized strike team leaders to improve production efficiency.
Managing the largest team to-date
In the peer-nominated position of Lead Producer, I was faced with the management of 37 team members in creating a well-scoped game project through every stage of development, including live operations. I directly headed the production of both the design and audio teams. I led the charge on setting up all necessary processes for task management, handled all project goals & scope, and was a heavy positive influence our team's culture. I constantly worked with team leads and external stakeholders to manage our tight time constraints and any unexpected changes.
Overall, it was an excellent experience and I really enjoyed working with such a large team of excited and energetic peers. Our game looks and plays great, is out on popular platforms, and upon the release of our big '1.0' update which included a whole host of new content and polish, we capped off Clockwork Sword's development!
Further details pending...