PRODUCTION WORK
At Animo Studios, I’ve worked across nearly every layer of a world-first live-streamed gaming studio, from hands-on hardware repair to full product release ownership, driven by R&D into combinations of motion capture, real-time rendering and broadcast infrastructure that hadn’t been attempted before.
Role: Jack of All Trades, By Design
Promoted three times in 18 months, from Studio Technician to Head of Product Release. At each stage I kept doing the work of the level before it, so I understand every layer of the pipeline I now oversee, not just the parts above me.
R&D in Practice
Animo’s products combine motion capture, real-time rendering and broadcast hardware in configurations that didn’t exist before we built them. I evaluated and integrated new technology into this pipeline as it emerged, built the incident management framework to handle issues no one had seen before, and solved problems with no existing playbook to follow.
Products Shipped
Five live product launches, including Stake City Roulette (virtual-camera workflow, built directly with the Unreal Engine team) and Animo City Roulette (additional 24/7 stream launched alongside existing products with zero downtime).
Technical Ownership
Studio infrastructure, broadcast hardware, motion capture volumes, incident response, and the technical schematics and documentation that keep it all running. I’ve personally repaired gaming hardware live, mid-incident, more than once.
Cross-Disciplinary Coordination
Bridging UE character teams, UX/UI designers, IT and broadcast operations to ship features and fix problems that touch every discipline at once.