
Technical Precision, People-First Leadership.
I am a Technical / Hybrid Producer who specializes in leading teams through the unpredictability of emerging tech and high-fidelity game development. I bridge the gap between complex engineering and creative vision, ensuring that high-performance products are built by high-functioning teams.I believe that the best games are built by teams that feel supported, heard, and empowered. My specialty lies in turning complex creative visions into actionable roadmaps, balancing an empathetic leadership style with a relentless commitment to shipping polished, player-centric experiences.
The Technical Pillar: I lead from within the codebase. By translating high-level design into actionable technical requirements, I’ve successfully steered projects through local SLM integrations and optimized UE5 systems to double performance from 60 to 120 FPS.
The People Pillar: I maintain a 98.5% team morale standard through transparent communication and "Agile Buffers." I believe psychological safety is the key to navigating genre-defining pivots without burnout.
I thrive on the iterative process and love seeing the "gears turn" as my team works towards a common goal. Beyond production, I am an active Gameplay Programmer, driven by the joy of bringing a team's collective ideas to life through code. This background enables me to effectively communicate with developers and efficiently shape technical scope for my teams.
Radical Transparancy
Sustainable Sprints
Hands-On Leadership
Game Producer
Directed the production of an AI-integrated, 3-6 player social deduction party game built in Unity (HTML5). I managed the technical pipeline for Gemini AI image generation and LLM logic, enabling real-time judging of player-drawn nightmares to determine game outcomes.
Coordinated a specialized prototype team to explore innovative Generative AI use-cases while maintaining strict server-based multiplayer performance and a zero-data-collection privacy standard.
Game Producer
Directed the production of an atmospheric visual novel and cooking simulator powered by Google Gemini AI. I managed the integration of LLMs to create reactive, personalized storylines where 7 unique characters dynamically respond to player dialogue and cooking choices in real-time.
Balanced a complex 'People-First' development cycle for a multi-system prototype involving Unity-to-LLM connectivity, currency-based 'Rent' mechanics, and upgrade systems—all while ensuring the creative vision of the artists remained the focal point of the AI-enhanced narrative
Game Producer
Directed the production of a 3D psychological horror experience where an AI-driven audience reacts to the player in real-time. I managed the technical pipeline for LLM-powered chat logic and voice-input systems, allowing players to verbally interact with a simulated audience to receive 'Donation Quests' and essential survival items.
Led a rapid development cycle to integrate complex API-driven mechanics, including microphone-input triggers and real-time narrative branches, while ensuring the performance overhead of AI systems didn't compromise the high-stakes atmospheric tension.
Game Producer
Led the production and technical integration for an experimental 2D roguelike powered by locally-run AI Language Models (LLMs). I managed the complex pipeline between Unity and local AI systems to allow players to create custom 'Utterances' and dynamically alter the game's narrative and stat systems in real-time.
Utilized Agile rapid-prototyping to iterate on AI-driven gameplay features, ensuring high team morale and clarity despite the technical unpredictability of experimental AI integration.
Producer
3D 3rd Person Dark-Fantasy Action game built in UE5 and C++ where I lead our team totaling of 20 members. In which I hold weekly meetings for each of the sub teams (animation, audio, and core). On top of this I also facilitate communications between our faculty and external advisors. Alongside this I run and facilitate sprint debriefs after each sprint to ensure we are iteratively improving our process alongside our product. I am also researching how to leverage processes to enable intentional changes!
Gameplay Programmer
On top of leading our team of 20, my primary development work was on the character controller, the combat, and overall optimization. One highlight I had was when I utilized C++ to optimize the game to run 60 FPS faster (60 -> 120 fps) through the conversion of visual scripting towards C++ code for our Combat Focus Feature. On top of this, I was responsible for the overall implementation of all animations for both the player and our enemies.
Production Manager
I was responsible for creating all of the builds for the project and doing the recordings for symposium submissions. On top of this, I personally organized 10 playtests, and as a team organized 34 playtests to get consumer feedback on the changes made to the game and the overall state of it. I also organized and ran daily stand-ups for the development team and bi-weekly meetings for the art, audio, and web teams.Alongside this, I also organized weekly 1:1 meetings with every member of the project to get a sense of their progress, personally and professionally in the sense of the project.
Lead Developer
VR Narrative Mystery game built in Unreal 4.27. On top of organizing playtests and running multiple teams adding up to 13 members, I was responsible for creating and implementing an eye tracking feature to monitor engagement in the game.On top of this, I represented the project at a symposium specializing in VR/AR development in addition to supporting other members of the team to help fix what they are stuck on.
Primary Game Developer
In a joint project with The Army Cyber Institute (ACI) at West Point and Rochester Institute of Technology, worked on a serious war game simulation to test U.S. city’s cyber and disaster relief plans and readiness.On this project, I was the primary developer in charge of the development of the game. The project is currently being made in Unity 2021.3.15f1. Some of my main contributions to the project were restructuring the data to a SoA (Structure of Arrays) format alongside an ECS (Entity Component System) format for the cards to allow for better performance upon networking, creation of a csv reader to input cards and scenarios, and building the map based upon a user-entered number of facilities adhering to common infrastructure patterns.
Lead and Character Control Designer
A VR First Person Shooter made in UE5 and C++. As the lead of the team, it was my responsibility to establish the processes with our team to ensure that our development cycle was optimized for our team structure.I primarily worked on the PC controller to accommodate those who get motion sick easily or don't have a headset. Also worked on the combat of the game alongside the primary AI developer to ensure that we were able to provide an experience akin to comic book heroes and make believe we had as a kid!
Team Size: 5
Duration: 3 Months
Engine: Unity
Game Producer: Responsibilities
To facilitate these massive pivots while maintaining a rapid release schedule, I executed the following as Producer:
Agile Pipeline Management: Facilitated daily stand-ups and "Starfish Retrospectives" to identify failing mechanics early, allowing the team to pivot without losing velocity.
Technical Architecture: Managed the server-side authority logic for the Gemini AI integration, ensuring real-time synchronization of AI-generated images across all 3-6 players.
Scope & Milestone Control: Used Agile Buffers to re-scope the project mid-development, ensuring the transition from a "painting game" to "social deduction" didn't cause burnout or missed deadlines.
Playtest Coordination: Directed internal and external playtesting sessions, collecting the qualitative data that eventually led to our design breakthroughs.
Here you will find the health check data from the duration of this project: 99.02% (4.94/5)
The Evolution of Nightmare Company:
Initially, we theorized Nightmare Company as a resource-driven, single-player painting game where players created monsters to scare children and acquire more paint. However, through rigorous internal playtesting, we discovered a core truth: the players had the most fun sharing their crazy creations with their friends.Pivot 1: From Solo to Social
The Shift: We transitioned from local single-player mechanics to hosted, multiplayer gameplay.
The Result: While player satisfaction metrics improved, the experience still felt isolated, as users were drawing in silos without meaningful interaction.
Pivot 2: Collaborative Creativity
The Shift: To encourage more player-to-player interaction, we made it so that all players would be able to draw together on the same canvas.
The Result: This enabled more interaction between the players, but caused the game to feel a little empty, as there was no oppositional force for players to rally around, causing them to remain semi-isolated.
Pivot 3: The Social Deduction Breakthrough
The Shift: To solve the isolation problem, I proposed integrating a social deduction element. This transformed the game from a creative tool into a psychological "cat-and-mouse" experience.
The Result: This facilitated deep player-to-player conversation during the drawing phase as they collaborated—or sabotaged—one another. Post-game discussions became the highlight of the session, significantly increasing our "Multiple Round" retention metrics among testers.
Key Takeaway: Player-Centric Pivots
I led the team through three major design shifts—pivoting from the initial concept to a social deduction format—by facilitating honest 'Starfish Retrospectives' and maintaining a 'People-First' culture.
By utilizing 'Agile Buffers' and transparent communication, I ensured that these significant pivots empowered the team to find the 'fun' rather than causing burnout, ultimately resulting in a high-engagement loop that utilizes Gemini AI for real-time judgment and synchronized multiplayer interaction.
Team Size: 5 People
Duration: 6 Months
Engine: Unity
Game Producer: Responsibilities
Executing these pivots required a blend of technical oversight and stakeholder management. To maintain our 92.97% team health standard standard, I utilized the following processes:
Cross-Discipline Synthesis: Held weekly review meetings with SME leads (Design, Dev, 2D Art, Marketing, Server) to translate expert feedback into actionable technical tasks for the core team.
Engineering Quality Control: Conducted Daily Stand-Ups and Code Reviews to ensure the integration of the AI dialogue system remained performant and bug-free.
Sustainable Scaling: Onboarded two new team members mid-project, utilizing a streamlined documentation process to ensure they were contributing to the codebase within 48 hours without disrupting existing sprints.
Stakeholder Transparency: Created and delivered monthly progress updates to company leadership, utilizing data from our weekly internal playtests to justify strategic shifts in the development roadmap.
Morale-Driven Retrospectives: Facilitated weekly retrospectives and health checks to ensure that while we met our delivery milestones, we were doing so without compromising team sustainability.
Here you will find the team health check data from this project: which averaged at 92.97% (4.64 / 5)
The Seasoning Process:
Pivot 1: Narrative Pacing
The Shift: We initially had the AI characters speaking during high-intensity cooking rounds.
The Result: Internal playtests showed that players were ignoring the dialogue to focus on mechanics, losing the narrative value. I shifted the dialogue to "prep" and "service" bookends.
Pivot 2: AI Sophistication
The Shift:We moved from randomized AI responses to a system where the AI's "satisfaction" was directly tied to the technical quality of the cooking, and the NPCs preference towards the food item and cook level of the food.
The Result: This married the two pillars of the game. Players felt more motivated to master the cooking mechanics because it directly unlocked deeper, more personal narrative paths with the characters.
Key Takeaway: Agile Guardrails
To mitigate the inherent risks of using AI-driven dialogue, I engineered modular 'guardrails' that ensured 7 unique characters responded dynamically to player choices without breaking narrative consistency. Through weekly retrospectives and transparent milestone planning, I empowered the team to solve the technical roadblocks of real-time AI integration without sacrificing our 92.97% morale standard or our target release window.
Team Size: 7
Duration: 3 Months
Engine: Unity
Game Producer: Responsibilities
Executing these shifts required more than just a good idea; it required rigorous production management:
Collaborative Problem Solving: When the second iteration failed to resonate, I took the initiative to brainstorm with the design team to marry our technical chat systems with organic, environmental gameplay. This turned a mechanical hurdle into a narrative strength.
Backlog Refinement & Scoping: Managed the pivot from complex logic-based puzzles to "anomaly" detection. I ensured the engineering team could strip back legacy code and pivot to the new system without disrupting the development timeline or creating technical debt.
Technical Integration Oversight: Directed the data flow between microphone-input triggers and the AI Chat response system. I ensured the "Donation Quest" mechanics remained responsive and fair, balancing player voice-input with LLM processing speed.
Strategic Stakeholder Alignment: Acted as the primary bridge between company-wide playtest data and the development team. I translated abstract player "cognitive bandwidth" issues into actionable technical design changes that prioritized the AI Chat as the core feature.
Here you will find the health score of the team during the course of this project, which averaged at 98.96% (4.948 / 5)
The Evolution of the Project:
Early on, we identified the core focus of the game: an AI-enhanced "Chat" system designed to make the player truly feel like a streamer trapped within a nightmare. While the vision was clear, finding the mechanical balance to support this focus required three distinct phases of iteration and strategic pivoting.
Iteration 1: Creating the Proof of Concept
The Shift: We spent two weeks testing the core concept and building a dense horror environment to validate the "promise" of the idea with the whole company.
The Result: Playtests confirmed the environment significantly enhanced the story, but revealed that the Chat system needed more depth and the puzzles required more tangible value for the player.
Iteration 2: The Puzzle-Centric Pivot
The Shift: Based on initial feedback, we spent four weeks focusing heavily on complex puzzles while attempting to enhance the Chat through in-game quests.
The Result: The "Streamer" fantasy began to break. The Chat system—intended to be the star—felt secondary and unimportant because the cognitive load of the puzzles was too high for stakeholders and players.
Iteration 3: The Interaction "Sweet Spot"
The Shift: I collaborated with a designer to replace complex hoops with environmental "anomalies"—puzzles centralized to the exploration experience.
The Result: This achieved the "sweet spot". By reducing cognitive friction, players regained the mental bandwidth to engage with the AI chat and "Donation Quests," finally making the Chat the star of the show.
Key Takeaway: Capturing Content
With this project, there were a few different iterations that we went through before we got to this finalized version. However, at each stage, we kept asking ourselves "Is this content satisfying?"
As such, I would regularly discuss with my designers and testers what they found to be fun and things that evoked that sense of unrest. With each element of the project ultimately there to support and complete that goal of causing unease in the player.
Team Size: 3
Duration: 3 Months
Engine: Unity
Game Producer: Responsibilities
Managing a project at the cutting edge of AI required a hands-on approach to technical risk and team stability. I utilized the following strategies to maintain a 97.5% team health standard:
Technical Pipeline Oversight: Directed the end-to-end flow of player input—from SLM generation and stat-validation to local file persistence—ensuring the "utterance" loop was stable and scalable.
Resource Optimization: Led the strategic decision to implement local caching for AI outputs. This allowed the game to run on a wider range of hardware by minimizing redundant real-time generation calls and significantly reducing CPU overhead.
Fine-Tuning & Risk Management: Facilitated the feedback loop between QA and engineers to identify "game-breaking" edge cases in the SLM. I ensured we had "Standard Code" fallbacks in place for instances where the AI failed to initialize or produce valid results.
Engineering Shielding: Acted as a buffer between high-risk R&D tasks and core development. By setting milestones based on performance benchmarks rather than just feature completion, I maintained a 98.5% morale standard despite the volatility of the tech.
The Evolution of Cryptic Creations:
The core challenge of Cryptic Creations was bridging the gap between non-deterministic AI generation and the rigid balance required for an action-roguelike. I led the team through two major technical pivots to ensure player-created "Utterances" were both impactful and performant.
Pivot 1: Modularization of Utterances
The Shift: I directed the engineering team to modularize the system, defining a fixed set of stats/variables that the player could manipulate through the SLM.
The Result: This moved the project from "chaos" to "controlled creativity," giving us a framework to track player impact on the game world while still allowing for AI-driven generation.
Pivot 2: SLM Tuning & Local Persistence
The Shift: We spent a significant cycle fine-tuning the local SLM to prevent game-breaking outputs. I then implemented a local storage strategy for successful generations.
The Result: This significantly optimized performance. By caching generated utterances locally, we eliminated the need for the SLM to re-generate existing content, reducing CPU overhead and providing a smoother player experience.
Key Takeaway: Managing 'R&D' Uncertainty
In experimental tech, traditional milestones can be moving targets. As such, I increased my team's 'Agile Buffers' to give the development team room to solve technical AI roadblocks without delaying the final release.
Team Size: 20
Duration: 10 Months
Engine: UE5
Producer: Responsibilities
We ran this team based around the standard sprint velocity structure, with a specific allocation of roughly 20% of the average sprint velocity towards playtest feedback to allow for a flexible and iterative pipeline. This decision was made to ensure that we are not only meeting the goals and expectations we set for ourselves, but also making sure to take the time to listen to our advisors and consumers!
Held weekly meetings for each of the sub teams (animation, audio, and core).
Facilitated communications between our faculty and external advisors through the use of direct and objective language to mitigate confusion of expectations, progress, and results.
Ran and facilitated sprint debriefs and retrospectives after each sprint to ensure we are iteratively improving our process alongside our product. This was done through the use of the starfish retrospective method.
As the producer of the team, it is my responsibility to be the pillar of our team.
Provided support to enable and reinforce a positive and healthy work environment.
Worked with our team to help our Agile processes informed by Scrum that not only work for our internal team and our external team, but also our faculty advisors as well!
With this, I am also researching how we can leverage processes to enable intentional changes! I decided to research this, as there are many changes that are needed to be made throughout the entire production cycle, thus it is vital that, as the producer, I am enabling my team to do this effectively.
Our Jira Board Style
Starfish Retrospectives
High-level overview of our Roadmap, Roadblocks, and team!
Gameplay Programmer: Responsibilities
On top of leading our team of 20, my primary development work was on the character controller, the combat, and overall optimization. To accomplish this, I had to not only design the combat itself, but complete research prior to development to ensure that we are creating a satisfying combat system. It was my job and role on the team to implement the gameplay mechanics to allow our players to interact with our world exactly as they would expect to. One highlight I had was when I utilized C++ to optimize the game to run 60 FPS faster (60 -> 120 fps) through the conversion of visual scripting towards C++ code for our Combat Focus Feature.On top of this, I was responsible for the overall implementation of all animations for both the player and our enemies. I was responsible for not only incorporating the animations, but also setting up our animation flag and notify system to allow for the animations to behave exactly how they are expected to.
Brief Overview of the optimization highlight for the Combat Focus Feature.
Key Takeaway: Scaling & Performance
Managing a 20-person team taught me that clear communication is a technical requirement. By transitioning our combat logic from Blueprints to C++, I didn't just double our frame rate—I created a more stable, scalable foundation that allowed our artists to push visual boundaries without breaking the build.
© Sam Beckmann. All right reserved.
Team Size: 14
Duration: 3 Months
Engine: UE4
Production Manager: Responsibilities
We ran this team based around the standard sprint velocity structure, with a specific allocation of roughly 34% of the average sprint velocity towards playtest feedback to allow for a flexible and iterative pipeline. This decision was made to ensure that we are allowing ourselves enough time to maintain the high level of quality desired while utilizing advanced tech!
Held weekly meetings for each of the sub teams (animation, audio, and core).
Facilitated communications between our creative director and members of the team through the use of direct and objective language to mitigate confusion of expectations, progress, and results.
Ran and facilitated sprint debriefs and retrospectives after each sprint to ensure we are iteratively improving our process alongside our product. This was done through the use of the starfish retrospective method.
Ran Daily Standups (Scrum meetings)
Provided individual/team feedback,
Setup and ran a symposium,
Set up a system for my team and I to collect 33 playtests,
1:1 meetings,
As the producer of the team, it is my responsibility to be the pillar of our team.
Provided support to enable and reinforce a positive and healthy work environment.
Worked with our team to help our Agile processes informed by Scrum that not only work for our internal team and our external team, but also our faculty advisors as well!
Our Trello Board Style
Starfish Retrospectives
Lead Developer: Responsibilities
In this VR narrative mystery, I led the development of systems designed to bridge the gap between player immersion and storytelling. My primary technical contribution was the integration and implementation of eye-tracking technology to quantify player engagement.
Eye-Tracking Integration: Engineered a custom telemetry system using Unreal Engine 4.27 to monitor where players looked during key narrative beats. This data allowed our design team to adjust lighting and audio cues to better direct player attention.
Performance Optimization for VR: Maintained a strict 90 FPS target to ensure player comfort, implementing LOD systems and optimizing draw calls for complex mystery environments.
Cross-Discipline Support: Acted as the technical bridge for the art and audio teams, building modular blueprints that allowed non-coders to implement narrative triggers and environmental interactions independently.
Video Submission for Frameless Symposium
Key Takeaway: Data-Driven Design
This project reinforced the value of objective player data over subjective assumptions. By leveraging eye-tracking telemetry, we moved away from guessing what players found confusing and used hard data to refine our narrative cues, resulting in a significantly higher completion rate during our final symposium.
© Sam Beckmann. All right reserved.
Team Size: 4
Duration: 12 Months
Engine: Unity
Primary Game Developer: Responsibilities
In a joint initiative with West Point’s Army Cyber Institute, I served as the Primary Developer for a large-scale disaster relief simulation. My work focused on architecting a high-performance networking data structure to handle complex infrastructure simulations.
Data Architecture: Implemented a Structure of Arrays (SoA) and Entity Component System (ECS) pattern for the card-based mechanics, significantly reducing memory overhead and improving networking synchronization.
Dynamic Systems: Engineered a custom CSV-to-Engine parser to allow subject matter experts to input real-world disaster scenarios without touching the codebase.
Procedural Mapping: Built a facility generation system that adheres to common civil infrastructure patterns, allowing users to define city layouts dynamically based on facility density.
Key Takeaway: Managing High Stakes
Working with the Army Cyber Institute taught me the importance of technical flexibility. Building a modular CSV-driven system allowed us to adapt to rapidly changing real-world disaster scenarios provided by stakeholders, proving that a producer’s best tool is a pipeline that anticipates change
© Sam Beckmann. All right reserved.