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desol

A philosophical open-world exploration game set in a world shaped by sand, water, and human will.

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The Production Challenge

    desol was developed by a large interdisciplinary team, with work frequently moving between design, art, audio, and marketing.

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    My main challenge was helping the 13 members I supported understand:

TASK

What they needed to complete

TIME

When their work was needed

PRIORITY

Which other tasks depended on them

BLOCKERS

Who they should communicate with when a blocker appeared

Production Pipeline

April 2026 

BETA

February 2026 

ALPHA

September 2025

PRE-PRODUCTION

Supported the team in moving from concepts to a playable build by tracking dependencies, clarifying priorities, and surfacing blockers

Helped shift the team’s focus toward polish and stability by reviewing task status, prioritizing remaining work, while coordinating feedback.

Established clear workflows for members within my scope by organizing responsibilities and setting up task tracking

May 2026

THESIS

SHOWCASE

Turning Milestones into Actionable Work

    ​From our production macro, I helped break larger project goals into smaller, trackable assignments. Instead of leaving team members with broad instructions such as “prepare assets for the next build,” I tried to clarify the expected deliverable, owner, priority, deadline, and dependencies to the greatest extent.

    I
regularly checked in with team members, documented concerns, and brought relevant people into the conversation. When I could not solve an issue directly, I reached out the appropriate lead or director to make a decision.

Supporting Cross-Team Communication

    I facilitated regular communication between the members I supported and other departments through zoom meetings and discord threads. My goal was to make meetings useful rather than simply adding more meetings. I prepared discussion points, identified decisions that needed to be made, recorded action items, and followed up afterward.

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< Key Takeaways >

Production is not only about schedules

A useful producer understands why work is blocked and helps the right people communicate.

Different contributors needed different forms of support. To me, production became more effective when I adapted my communication instead of expecting everyone to work in the same way.

Role

Game Producer


Team

13 members with in a 30+ developers team


Disciplines

Art, Audio, Marketing

Link

https://store.steampowered.com/app/4666960/desol/

Tools

    As a producer on desol, I supported 13 members of a larger 30-person thesis team. I translated project milestones into actionable tasks, maintained production documentation, followed up on dependencies, and helped surface blockers before they affected other departments. Primarily, my role focuses on creating clarity and consistency for the team members within my production scope.

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