Hi, I'm Lee and as a Producer I work to support videogame teams perform better.
​Better doesn't mean more work, but optimising the work not done, the work saved, by guiding teams to prioritise the right work and the right time.
​
​I serve teams by looking up, back and ahead to assess the direction of a project while the team does the very real work of building the game.
​
I support teams to understand "What matters most?". For the players, for studio leadership, external stakeholders & for the team themselves in order to identify the right work.
I work to create processes and pipelines that suit the team, the goals & stakeholders.
I drive teams to understand uncertainty & risk around estimates & plans and to actively work to mitigate these issues alongside Leadership and, the schedule.
​
In game dev things can & will go wrong. Plans will change.​​
​
Production isn't about creating the perfect optimised process.
​​​
It's leading a group of people to improve both individually and together to achieve their goals during the process of iteration, development and change.
It's creating an environment that aligns the team with the right amount of process, and the right type of process that allows collaboration, creativity and delivery.
It's acknowledging and mitigating risks to deliver an increment, a product, a gameplay experience that players enjoy & engage with; a gameplay experience that is financed, delivered and shipped.
.

Portfolio
_cover_art.jpg)

Vampire The Masquerade : Bloodlines 2
Action-RPG single player game for Console & PC - Launch date 2025
​
- Production phase to launch; 3 years on project.
​​
- Managed VO pipeline, schedule & budget for player choice driven dialogues & world building with a core cast of 36 characters & over 30,000 recorded lines.
​
- Identified risks & schedule dependancies for Narrative & Animation in order to develop the pipeline for successful delivery of animated interactive dialogues and cinematic sequences.
- Managed Cinematic & Audio teams to deliver captivating player experiences.
- Facilitated Localisation across 12 languages with dev team, Publishing vendor and LocQA.
- Supported UI team to deliver successful gameplay experiences & Certification requirements.
- Defined & planned milestones in alignment with Studio Leadership, Publisher requirements, project timelines.
.png)
.png)
WarFriends: PvP Shooter
Mobile PvP Shooter-Strategy LiveOps on Android & iOS
- Delivered 30+ app updates with Features, Content, Events and App maintenance & compliance over 3 years.
- Planned annual roadmaps for Content and Engagement Features alongside Studio Leadership, Data Analysts, Design and Dev team to create fun, data-drive & engaging features.
- Continually monitored player feedback alongside data to refine roadmaps and features in sprints and releases.
- Supported dev team through 6-week dev to release cycles and maintained LiveOps Sales and Events during dev cycles.
- Worked with Data Analysts and Design to run A/B tests.
​
- Successfully migrated app ownership on Android & iOS from EA Chillingo to About Fun in order to successfully keep high player retention rates while maintaining GDPR compliance.



.png)
Do, Re & Mi: Musical Adventure
​Musical Game developed for iOS, Android and Amazon Kindle devices
- Production support for Work For Hire original IP Do, Re & Me from Amazon Studios, collaborating with the Show Makers & Amazon stakeholders.
- Worked with Design and Dev teams to find balance between music education and gameplay.
- Content creation & design and Implementation in Unity for musical mini-games
​
- Edited VO dialogue for mini-game requirements
Zombie Horde
Sound Design & additional Production support work during Project Production phase until launch in 2022.
​
WarFriends Legends
Production support during Prototype phase on new Battle Royale mobile shooter game.
About
I come from a background of music & audio ( BA (Hons) Music Tech & Msc. Audio Tech) and my first step into the videogame arena came from my Masters project. Inspired by thatgamecompany, Flow Theory and videogame audio the project outcome created a game for both sighted & non-sighted people by leveraging the use of affordance theory & sound design.
With support from a friends and fellow ( Games Programmer) student we built a prototype game in Unity and with that I was able to explore phschoacoustics & audio implementation in the gameplay, run and evaluate playtests and iterate on the design. It was a great project to start with - and of course - was vastly overscoped!
After graduating I moved to Prague, Czech Republic & spent a year teaching English before kicking off my videogame career at About Fun. Nothing builds communication skills like a room full of adult students who don't want to talk in a language the don't feel comfortable in. This is something I take forward with me in my production work - the importance of different types of communication styles.
In addition to my 5 years at About Fun, a mobile studio who had just launched their flagship game with over 1m downloads (first as as QA and later Production & Audio Design) I continued freelance Sound Recording & Design in the Prague indie film scene, both for hire and for fun.
Film shorts, animation, radio shows really honed my creative and technical skills. I took part in several 48hr Film Competitions over the years and created award winning shorts. There is a payoff to being cramped in a toilet cubicle with 4 people, a camera and boom mic!
Apart from being incredible creative, fun & educational ( I learned a lot of cinematography tips from very talented cast & crew) these experiences were incredibly tight intense projects that highlight the value & difficulty of communication, collaboration and a schedule that supports a collective technical and artistic goal. There is a lot of expertise I draw from these experiences in my day to day as a Producer.
I moved back to the UK to join the team at The Chinese Room, where I continue to work with incredibly talent folk, using my Production skills and film experience to facilitate creative & enriching game experiences.
Frequently found in cafes reading books on game studies, playing board games & often with a pocket recorder to hand!

About Fun at Game Access Conference '22

SIDE UK VO Recording studio during VtM: Bloodlines 2 development with Narrative Designer Arone Le Bray
