A technical producer who sets up the system a fast team needs, then keeps it shipping.
Case study: https://ontriggerjoy.com/work/tech-producer/
I run delivery for small, fast teams and I am technical enough to unblock them myself. Over 15 years in game development I have moved from engineer to tech lead to producer, and I still write production code when the schedule needs it. Recently I have focused on AI-heavy work: I moved a studio team from zipped project folders to source control and then to AI-assisted workflows, built a pipeline that takes a written spec to a working prototype, and I run my own life and company admin on a fleet of AI agents with approval gates. I like clear written decisions, short feedback loops, and reports that say what went wrong as well as what went right.
Lead project manager and developer on a Unity learning app for children: a Japanese–English dictionary with four word mini-games inside a kingdom-building game, spaced-repetition reviews, child speech recognition and a teacher portal. Tintash's public case study reports 2,000+ organic users and 500 daily sessions in the early phase.
Took Symphorix from concept to Steam Early Access (July 2025): a music-driven survivorlike where each song shapes the enemies and the weapon timing. 15 of 15 Steam reviews are positive. I designed and programmed the music-based procedural generation and the 16-node weapon Core in Unity/C#, and players can bring their own MP3s.
Designed and run a fleet of 24 AI agents (18 work bots plus a six-seat decision council) that handle my email, finances, records, job search and company operations from one Git repository, with approval steps and commit-SHA checks before anything risky happens.
Founder. Shipped Symphorix to Steam Early Access; runs the company's AI agent operations and web work.
Led procedural generation of the pets and terrains and wrote custom shaders that kept the game fast on phones.
Producer and technical domain expert across several Unity client titles; lead PM and developer on Gamerize Dictionary; mentored engineers.
Built an in-house Unity SDK that cut the studio's development time per game from over a year to under three months.
Led Unity development; ported There's Poop In My Soup (K Bros Games) to mobile.
MBA, Human Resources Management (UET Taxila / APCOMS) · BBA (Hons) (NUML / APCOMS)