Riley Dix

Following my passion for creating games, I'm currently a masters student at the University of Utah's game design program. As a game producer and designer with several years of internship and project experience, I'm looking for new opportunities to bring my skills and energy into the game industry.

Recent Projects

Echoes of the Nameless

Echoes of the Nameless was a student project made in the University of Utah's game design masters program. This project was made over the course of four weeks in Unreal for VR devices.I handled production tasks for this project alongside my co-producer. We split responsibilities where I focused on managing the design and engineering teams, while he oversaw art and tech art. We worked together to set the scope of the game, keep our respective teams on track, and ensure there was good communication happening between the two halves of the team.

This was my first time co-producing a project since I began my production journey during my undergrad. I was able to put everything I have learned since that project into practice here. We scoped this project really well. We made full use of our time to implement some really cool mechanics and high quality art, while still giving the team time to spend with their family over Thanksgiving. We even had time to polish the project due to finishing ahead of schedule (which is worth mentioning, since the class was about creating prototypes on short schedules, not full polished games).

The only thing I would change from this project would be to do more of our testing on built versions of the game. We did most of our playtesting in-engine to save time for our programmers. This resulted in a net time loss however, due to us uncovering a load of build issues and technical debt we had to rush and solve towards the end of the project cycle.

Doubloon Dash

Doubloon Dash is an infinite runner mobile game that we made over the course of several months, and recently released onto the iOS app store. I was the producer for a small team, and also assisted with game design, UI design, and QA for the project.On the production side, I set the scope and timeline for the project, created the development pipelines for our different disciplines, and generally handled management tasks for the project. Unique to this project however was creating an onboarding process for the art team, which gained new members twice over the course of the project. I was able to create a simple system that integrated them into the pipeline and had them creating new assets for us within a week of them joining.

From my bird's eye view of the project as the producer, I was able to learn a lot about the added challenges in each discipline that arise from working on a mobile game. This project also gave me an opportunity to learn the ins and outs of mobile game publishing, and what goes into putting a game onto the app store of different devices.

Next time for a project like this, I would look to see if I could procure a few cheap and old iOS/android devices for my teammates to use as testing platforms, so we wouldn't be so dependent on finding external playtesters who specifically had the device we needed to test.

Subspace Shootout

Subspace Shootout was a game made in three weeks for the Big Mode Game Jam 2023. We made top 15 out of nearly 500 submissions by winning a Judge's Choice Award. I was the Producer and QA manager for the project, and also helped design the game.Using what I learned working on previous projects, I implemented a system for version control that led to us having nearly zero merge conflicts during the entire project between our three programmers.

This was a very short project cycle at less than 3 weeks long, so while I handled production tasks for the team, I had to wear other hats to pull my weight for the team. I took this opportunity to try leaning even harder into agile methodologies for setting the team's schedule than usual.

I set four dates over the course of the nineteen days we had to have something playable by each of those dates. I then lined up a set of external playtesters for each of these days, and we were able to polish and refine our design direction several times during the project. I believe this aggressive testing and iteration schedule is what led to our game receiving a judge's choice award despite the high level of competition on this game jam.

Cursed Crops

Cursed Crops was a UCSC game design program capstone project that I served as the lead producer for, managing a team of ten. The game had a one year development cycle, and by the end of it, we published our game on Itch.io and Steam.I managed scrum for the team, planned sprints, and aided in communication between our departments. I also oversaw the QA process for the game, scheduling playtest sessions, and relaying feedback while providing potential solutions to the relevant teams.

This project went smoothly for the majority of its runtime, largely because I had found people I wanted to work with on this project over the course of my time at school. We went into the year with a full team that covered all the disciplines we needed for the game, and also with experience working with one another to ensure we were compatible teammates. In the last third of the project however, we were presented with the opportunity to add new team members to our project, and we decided to do so to ensure we could hit our art goals and cut fewer corners.

We ran into a challenge at this point. We had pre-picked our teammates before the project, and hadn't planned to add more people. As a result, we didn't have an onboarding structure and had taken for granted each team member's intrinsic motivation to work on the project.

The first of these challenges was simple to take on. I had the new team members start working in a part of the asset pipeline at first which required less knowledge of the rest of the workflow to do their job. From there, I scheduled work meetings with them and the other artists so that they could learn how the rest of the pipeline functioned as they worked. Finally, I was able to give them larger responsibilities in the project once they had been fully onboarded.

The latter challenge regarding the new team members lacking motivation was hard to address at its root, but I worked around it as best I could. I did this by establishing a simple communication system with the whole team where people could explain during the pre-sprint meeting if something was coming up that might keep them from outputting their usual amount of work in the near future. That would let me plan around the team's expected output more accurately for each sprint. In addition this system let others in each department feel like they had a better grasp on where their team was at, mentally and workload-wise. Finally and most importantly it also helped to keep people accountable when they needed time off the project.

My skills include:
- Task tracking software such as Trello, Jira, and ClickUp.
- Strong interpersonal skills, from communication to conflict resolving.
- Writing skills, both creative and technical.
- Knowledge of both agile and waterfall development methodologies.
- Design skills from documentation to creative problem solving.
- Digital media tools such as Photoshop, InDesign, and Premiere Pro.
I have been able to integrate all of these skills and experiences into my production work in order to become a more well-rounded team member. If these skills would be useful to add to your team, I hope to work with you soon!