| Years of Experience | 3โ5+ years in game production | ~3 years spanning QA โ Full Production (Wardens Rising) โ Art Production (Reaper Actual) โ Live Ops (Overknights). Meets the minimum. 4 distinct production contexts in under 3 years accelerates the learning curve significantly. | ~ Meets Min. |
| Cross-Functional Coordination | Align design, engineering, art, and QA across disciplines | Directly owned cross-discipline coordination at Wardens Rising (40+ people: design, art, engineering, QA). At Reaper Actual, coordinated Environment, Character, Animation, and Tech Art across 30+ artists. Set up cross-department QA processes from scratch. | โ Strong |
| Remote & Distributed Teams | Comfortable managing delivery across time zones | Big Moxi Games has offices in the US and Brazil with distributed global talent. Experience operating within this distributed model confirmed across both Big Moxi roles. | ~ Good |
| Agile / Scrum | Sprint planning, standups, retrospectives, backlog management | Managed Milestone (~2 months) and Sprint (2 weeks) planning at Obitus Games. Agile project management (Scrum/Kanban) listed in CV knowledge. Applied across all three production roles. | โ Confirmed |
| Milestone & Roadmap Planning | Own and maintain production roadmaps | Sole owner of delivery timelines and roadmaps at Wardens Rising (40+ team). At Obitus, partnered with all departments to estimate and balance scope across milestone and sprint cycles. | โ Strong |
| Live Ops Experience | Production experience in live service with patch cadence | Produced feature and content squads for LiveOps on EGS at Obitus Games โ periodic updates delivered on time and at expected quality. Most recent role; directly relevant. | โ Confirmed |
| Process Documentation | Structure and communicate production processes | At Obitus: structured and rolled out project-wide processes for 20+ people resulting in clear review ownership, streamlined build release flow, and a single source-of-truth documentation database. Strong signal. | โ Strong |
| Shipped Title at Scale | Experience seeing a product through a successful public launch | Wardens Rising did not reach public launch. Overknights ran as Live Ops on EGS โ closest to a live product experience. No fully shipped commercial title in the portfolio yet. | โ Gap |
| KPI-Driven Production | Define and track production KPIs; data-driven prioritization | Demonstrated ability to connect production work with business outcomes โ at Obitus: deliverables tied to EGS live service quality metrics. Scope estimation and milestone management show structured prioritization discipline. Has basic Python and C# knowledge for data scripting support. | ~ Good |
| Monetization / Player Engagement Production | Production support for gacha, battle pass, retention loops | Coordinated loot-adjacent feature delivery through live ops cycles at Obitus. No direct production ownership of monetization-first systems โ widest remaining gap for Fateless's RPG context. | โ Limited |
| Tools Proficiency | Jira, version control, project tracking | Jira, ClickUp, Notion confirmed. Perforce confirmed. Unity and Unreal Engine 5 confirmed. MS Office / Google Suite. Complete tooling stack โ one of his strongest areas. | โ Confirmed |
| Cultural Fit (Fateless) | Accountable, self-directed, collaborative | People-first (empathetic, teamwork-driven per CV). Strong communicator. Fluent English confirmed. Brazilian Portuguese native. At Obitus, created a single source-of-truth documentation database โ self-directed process leadership instinct. | ~ Good |