Riley Dix

Following my passion for creating games, I'm an alumnus from the University of California Santa Cruz's game design program who continued making games after graduation. As a game producer and designer with two years of internship and project experience, I'm looking for new opportunities to bring my skills and energy into the game industry.

Recent Projects

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.

60 Second Detective

60 Second Detective was a game made for the month-long Itch.io Boss Rush Jam 2023. I handled production, writing, and design tasks for this project.I wrote the levels for Bobby B. Burglin and the Ice Man, and designed the core gameplay loop, on top of managing the team's schedule and our asset organization.

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.

Hindsight 2020

Hindsight 2020 was an ARG game made in eight weeks (and operated for an additional two) by a team of thirty during an undergraduate class in UCSC’s game design program.I served as one of three producers during this time. My main responsibilities were managing team scrum, and creating then managing the team’s organizational structure on Google Docs. In this role I also assisted with project coordination between the multiple puzzle design teams, and QA —through direct testing and by overseeing external playtest sessions.

Resume and Contact Information