01 / Selected work
The games. The teams.
The work behind them.
From encounter testing to live releases, my work sits where quality, engineering, and production meet.
01
Riot Games
2026
VALORANT
Release Manager II
Coordinate scheduled and urgent releases across engineering, QA, live operations, and regional partners. Maintain readiness, sequencing, dependency visibility, deployment execution, and post release validation.
- Live client and service delivery
- Jenkins and CloudBees workflows
- Release plans, approvals, and decision history
Delivery focus Keep the launch sequence and validation work visible across teams before a change reaches players.
02
Meta
2025 to 2026
Supernatural
Release Manager
Coordinated biweekly Quest releases and supporting mobile, backend, web, Studio, and internal tool delivery from planning through production monitoring.
- Cross platform release readiness
- Internal and external QA coordination
- Feature flags, rollout, and observability
Contribution Led defect triage with Bugsnag and Jira, improved release visibility, and brought dependencies and defect severity into readiness decisions.
Read the process proposal ↗
03
Niantic
2022 to 2023
Ingress
Producer
Coordinated live service feature delivery across product, engineering, design, QA, and distributed teams.
- Global live service planning
- Roadmaps, dependencies, and launch readiness
- Post release follow through
Contribution Improved tracking of feature progress and dependencies, with clearer communication between distributed teams.
04
Microsoft · Turn 10
2022
Forza Motorsport
Associate Producer
Supported development milestones across engineering, design, and QA while tracking feature progress, priorities, dependencies, build validation, and readiness.
Contribution Improved coordination between engineering and design so milestone work, dependencies, and timelines stayed visible.
05
Blizzard Entertainment
2020 to 2022
World of Warcraft
QA/UX Associate Test Analyst · Encounters
Tested live service gameplay, encounters, UX, and regression workflows. Documented critical defects, escalated release risks, and worked with developers to validate fixes.
Contribution Strengthened issue tracking and QA processes, with clear reproduction evidence and verification of fixes.
06
HTX Labs
2024 to 2025
Unreal Engine XR
Producer
Produced concurrent XR training programs from planning through delivery across engineering, design, art, QA, and enterprise client teams.
Contribution Clarified execution priorities and improved visibility into progress, dependencies, and risks across active workstreams.
Product imagery identifies the games and experiences. It does not imply credit for a particular expansion, season, or pictured asset. Image credits