Wartorn Steam Capsule

Wartorn is a single-player, squad-based, RTT, roguelite, where players must traverse the wartorn countryside in search for refuge. Harness the elements in fierce real-time battles while upgrading a crew of fantasy creatures as you search for your family.

Think "Lord of the Rings" meets "Oregon Trail."

Project Overview 

Project and Development Details

Developer: Stray Kite Studios
Role: Producer
Platform: PC (Steam & Epic)
Timeline: October 2024 - November 2025
Genre: Single-player, squad-based RTS roguelite
Stores: Steam / Epic

Production Management 

Responsibilities included Scrum management, Jira administration, project estimation, and more

  • Jira Administration: Managed project workflows through dashboards, bulk issue creation/editing, and automation rules
  • Scrum & Meeting Management: Facilitated daily standups, sprint planning, and retrospectives
  • Project Estimation & Roadmapping: Created Google Sheet dashboards for task estimation, determining effort and project feasibility that resulted in development resource reallocation and schedule changes
  • Grant Reporting: Created reporting tool generating 1000+ issue summaries with JQL support for Texas Film Commission grant proof-of-work

Development Tools 

Beyond production, I also created several dev tools to assist design, marketing, and localization

  • Datatable/Curvetable Tools: Built Python-based import/export tools with Google Cloud API integration, allowing designers to use Google Sheets as single source of truth for 100+ data files
  • Patch Note Generator: Automated system scraping Perforce CL messages and Jira IDs to dynamically report developer-marked changes with status tracking
  • Localization Pipeline: Created Google Sheet to .po file integration for mass visualization, editing, and verification of locstrings (~400 missing entries found in initial Chinese translation)
  • Blueprint Integration: Investigated Unreal Engine code to add Curvetable CSV import/export functionality via Blueprint and Python scripts

Quality Assurance 

Also did manual QA, proctored playtests, and collated player feedback

  • Build Verification Tests (BVTs): Executed comprehensive QA playbooks
  • Regression Testing: Validated bug fixes and feature implementations
  • Internal Playtests: Proctored and managed internal testing sessions
  • Daily Build Management: Coordinated QA team rotations tracking new bugs and feature requests

Additional Contributions 

Did miscellaneous support work for varied disciplines, from design and performance to VO recordings and localization support

  • Level Design Support: Placed play area, navigation blocking, and camera blocking volumes
  • Performance Analysis: Used UnrealInsights to gather and investigate performance traces
  • Voice Over Production: Managed async VO recording sessions with REAPER for unit and merchant audio
  • Localization Passes: Organized recruitment efforts and distributed process for ML-translation review on various languages
  • Blueprint Automation: Used Kismet2 API via Python to auto-update SM components for material decal management