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. This also made collaborating with our external developer Room8 smoother as they developed the background NPCs throughout the game.
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
- Managed & tracked tasks across 18 remote artists in multiple time zones on Character, Environment, Lighting, VFX, and UI teams, giving leadership clarity on where time was being spent
- Interfaced with external developers to ensure they were properly integrated into our work processes & they had clarity of vision, resulting in quick turnarounds in background assets
- Ran strike teams for Lighting, VFX, and UX/UI work over two months, resulting in a successfully shipped Vertical Slice build