2024 — present · Dragon-fly Studio
World of Warcraft — AAA art production
Art Producer / Art Production Manager — external development partner
Client-facing art production on a live-service title, running 80+ concurrent assets — characters, creatures, armor, mounts, weapons, props and concept art — across distributed teams of 50+ artists and production specialists.
- Dependency-driven scheduling. Build and maintain asset schedules with art discipline leads across concept, 3D, technical art, animation and FX — scoping work, allocating capacity and hours, sequencing dependencies, adjusting priorities and absorbing scope changes.
- Central production contact. Single line between client managers, art teams and technical disciplines, holding visibility on asset status, approvals, blockers, risks and every change that lands on a downstream team.
- Feedback into standards. Translate client and art-lead notes into actionable tasks, track them through approval, and convert recurring notes into reusable standards — so the same correction stops arriving twice.
- Risk surfaced early. Flag ambiguous requirements, resource conflicts and technical delivery risks, develop resolution options, rebalance work, and carry issues through to client approval and engine-ready delivery.
- Technical delivery and onboarding. Established export and quality-gate processes and trained artists on engine requirements, reducing integration rework.