In October of 2014, I was moved from Star Wars: Commander to a new unannounced Marvel project that was slated for release on iOS, Android and Windows Phone in October 2015. At this time the game had been in development for 6 months. In May 2015, the game was pivoted to be a much higher fidelity game and the launch date was shifted to December 2015 to accommodate the greater ask. In October 2015, it was determined that the schedule needed to shift again in order to reach the required fidelity level. This schedule shift was untenable and the game was cancelled in November 2015.
The game was an RTS combat game where players would use Marvel Heroes to fight against villains using their superpowers to turn the tide of combat. Players would use resources gained from these battles and from their base to level up their heroes and to gain more heroes.
My responsibilities as Lead Producer on the project included:
- Part of leadership team responsible for a team of 49 to develop a cross-platform synced game on iOS and Android
- Managed JIRA project for the team including burnups & burndowns on a sprint by sprint basis
- Helped developed and then managed the roadmap for the project, including creation of milestones and sprint plans with pod breakdowns for individual feature development
- Facilitated project meetings including sprint planning, sprint retrospectives and velocity measurements
- Instituted and maintained the feature design process and helped manage the priorities of features during the course of development
- Helped establish the review process with Marvel
- Established and maintained contracts with outside vendors and managed the outsourcing budget for the project
- Managed development pods during a single milestone responsible for different aspects of the game including, UI, and feature development work