Concord
Platforms: PS5, Steam, Epic · Engine: Unreal
Team size: 180 · Timetable: 2+ Years
I worked on Concord for around two years. As Systems and Core Tech, we were responsible for almost every screen and system that existed outside of gameplay. This included the entire customization pipeline that would allow players to unlock rewards in the Job Board, equip those rewards in the Crew Customization screen, and then see those customizations in Character Select and the Pre-Game Screens. The team had a monumental lift, and developed many of the systems features in the 18 months before ship, and was pleased to deliver a stable product at Beta and Launch.
I started as just a technical producer with the Systems Engineering and Core Tech Engineering teams, but picked up more cross-discipline work when I was assigned to the Systems Design team. I worked with the teams to collect feature requirements, create development plans, and turn those plans into trackable tasks so we could report on our progress. We identified gaps in our staffing plan with the tech director and I managed both embedded engineers and external co-dev engineers to supplement our team. As we entered the 6-8 month mark before ship, the studio organized into striketeams to push our features across the finish line. I was responsible for a handful of these cross-discipline striketeams while also continuing to work with the Systems and Core Tech teams. Our systems were stable at launch, but hard to evaluate because of the short-lived lifespan of the game. Regardless, there were many things we learned as a team and I was able to grow into a producer that can keep multiple cross-discipline efforts spinning at once, can manage co-developers without oversight, and can collaborate with multiple departments across a studio to get a complicated feature finished.
Contributions
Role: Technical Producer
Delivered numerous cross-discipline features on-time and at-quality for User Research Testing, Beta, and Launch across PS5 and PC
Managed processes, tasking, and staffing with the Systems Engineering, Systems Design, and Core Tech teams and two co-dev partners
Collaborated with UI/UX to deliver high quality experiences for systems like Character Select, Squad Builder, and Notifications
Produced stable backend systems like Anti-Cheat, Login, Error Handling, Trophies, and Analytics with the Core Tech Team
Aligned Systems deadlines for Customization, Store, and Progression with content producers to land in-game cosmetics on schedule
Trained members of QA to write and execute test plans by working with them to define acceptance criteria and definitions of done