Farnoud Fathi

Producer

Games, immersive media, and the tools that keep teams shipping. Based in Vancouver.

Shipped on Steam
14-person team
1,200+ attendees · 3 countries
Producing since 2014
← All work
ProdKit standup flow: a Discord button tap updating a Jira ticket
01 — Production tool

ProdKit

Designer & builder · Python, Discord, Jira Cloud · 2026 · Live in team testing

Small teams stop opening the tracker, so the board goes stale and every report built on it inherits that. ProdKit inverts the trade — answering the standup is the board update, so the team does less than before and the board finally reflects reality.

What I did
Built handoff verification — when a blocking ticket is marked Done, the bot asks the waiting person whether they actually received the work, catching stalled tasks that look healthy on the board
Implemented Jira write-back on button tap: transitions, blocked labels and comments post straight to the board, so nobody opens Jira to update it
Derived cycle time and staleness from Jira's changelog against each person's own working calendar and timezone, requiring zero time tracking from the team
Wrote a producer digest ordered by urgency — idle people first, then handoff failures, then blockers — with escalation counting how long each failure has run
Deployed to a persistent host with per-person scheduled prompts, nudge, cutoff and end-of-day check-in
Ran unattended for a week with a six-person team against a live Jira board. The run surfaced eleven bugs across scheduling, storage and state handling — each documented with its cause and fixed. Deployment metrics to follow.
← All work
02 — Game

S.T.O.P.

Producer · Secondary: Game Designer · UE5 · iOS TestFlight · Team of 3 · 2025–present

A mobile title built by a three-person team across two timezones, currently in TestFlight ahead of App Store release.

What I did
Own the end-to-end production roadmap and milestone schedule from pre-production through live TestFlight deployment
Run weekly risk assessments against the schedule, reallocating work before slippage compounds on a team where one blocked person stops a third of the project
Manage the iOS release pipeline — provisioning, build submission, TestFlight distribution and mobile-specific constraints
Design wave-based progression and difficulty curves, iterating layouts and pacing from playtest data
Average playthrough time up ~20% across build iterations.
← All work
03 — Studio

APED

Founder & Producer · Immersive studio · Tehran · 2018–2024

Founded a studio in a region with no active game industry and shipped three works: a VR narrative exhibited across three countries, and two LiDAR-based interactive installations built with NYU Tisch.

Immanuel
Meta Quest & PC VR · Team of 8 · 1,200+ attendees · 3 countries
Managed full technical production and player-experience quality for a live VR title exhibited across three countries
Built and maintained the exhibition schedule across international venues, coordinating hardware logistics, crew and load-in against fixed public dates
Ran build stability and hardware checks before each exhibition window, treating uptime as the delivery metric rather than feature count
Iterated interaction design and environmental cues between exhibitions from direct observation of attendee behaviour
Zero downtime across all public exhibitions. Average engagement tripled, from under 5 minutes to over 15.
reFrame
Azure LiDAR · Custom AR HUD platform · Remote R&D with NYU Tisch
Coordinated cross-continental R&D between Tehran and New York, aligning hardware testing across a nine-and-a-half-hour timezone gap
Led material and medium research for mesh-based AR projection
Managed remote hardware testing cycles where neither team could physically access the other's rig
reActive
Azure LiDAR · Interactive installation · Remote R&D with NYU Tisch
Coordinated testing and implementation of head-tracking as a touchless alternative to touchscreen and hand-tracking interaction
Scoped a low-latency movement-based interaction model for non-traditional UX environments
← All work
04 — Game

Spray N' Pray

Project Manager · Secondary: Game Designer · UE5 · Shipped on Steam · Team of 14 · 18 weeks · Vancouver Film School

A high-fidelity FPS prototype built by a 14-person interdisciplinary team and released on Steam. Awarded Best Final Project.

What I did
Implemented Jira and Scrum from scratch for a team that had never used either, onboarding artists, engineers and designers onto a shared backlog
Maintained the sprint board and project documentation across 200+ tasks, keeping status accurate enough for leadership to plan against
Ran daily stand-ups and tracked blockers to resolution, resolving 95% the same day
Rebuilt the art-to-engineering handoff after identifying it as the main throughput constraint
Managed scope against an 18-week fixed deadline, cutting and resequencing work to protect the Steam release date
Organised bi-weekly playtests with 100+ unique testers and triaged findings into the backlog
Shipped on Steam 30% ahead of the production schedule. Feature throughput up 15%. Awarded Best Final Project.
Secondary — Game Design
Designed enemy types and wave composition; balanced health, damage and ammo drop rates across difficulty tiers, reducing mid-play abandonment by roughly 35%
← All work
05 — Film · in production

ISY

Producer — scheduling and production management · Virtual production · Team of 6 · 2026

A six-person team producing a 7–8 shot short film, built to demonstrate that a small crew can hit high-fidelity quality on a tight schedule and budget.

What I do
Build and maintain the shot-level schedule, tracking each shot through the pipeline with owners, dependencies and delivery dates
Maintain a dependency map so blocked work surfaces before someone is sitting idle rather than after
Run budget tracking against a fixed ceiling, flagging overruns early enough to rescope rather than overspend
Manage schedule recovery when shots slip, resequencing downstream work rather than absorbing delay at the end
In production. Results on delivery.
← All work
06 — Client work

Vortex Effects

Assistant Producer → Producer · Advertising & marketing production · Tehran · 2014–2018

Four years producing video and campaign work for Samsung, Nestlé and Unilever, running multiple concurrent productions through pre, production and post.

What I did
Ran 4+ concurrent production schedules, acting as the point of contact between client stakeholders and internal crews
Managed creative and technical milestones against client-facing deadlines with no room to slip
Coordinated vendor dependencies and crew scheduling across overlapping productions
Delivered flagship product launch campaigns for global brands across international markets
All milestones delivered on time. Zero client escalations across four years.
How I work

Three artifacts from live production. Annotated, not decorative.

Sprint board mid-sprint with blocked items annotated
The board mid-sprint. Work moves left to right, but nothing closes without a second pair of eyes — review is a gate, not a formality.
Dependency map showing which deliverables block which
Every hard handoff in the sprint, upstream to downstream. One chain slipped four days — caught on day three, not at sprint review.
Schedule showing a milestone that slipped and the recovery plan
The producer digest at end of day: overdue work first, then who hasn't answered, then what the bot wrote back to Jira. It goes out before anyone has to ask.

Decisions argued and locked before architecture, architecture before build, each step signed off before advancing. The reasoning behind ProdKit is documented end to end, including the reversals.

About

I'm a producer based in Vancouver. I've been producing since 2014 — advertising campaigns for global brands in Tehran, then immersive work through APED, a studio I founded in a region with no game industry, and now games.

My job is clearing the path: knowing what's blocked before someone tells me, keeping schedules honest, and making the mechanics of a project invisible to the people doing the work. When the tools don't do that, I build them.

Production
Agile (Scrum/Kanban) · Jira · Confluence · Milestone Scheduling · Risk Management · Dependency Tracking · Scope Management · Sprint Planning
Technical
Unreal Engine 5 · Perforce · Python · Git · Figma · ShotGrid (actively learning) · TestFlight
Contact

Let's talk production.

Open to Producer, Assistant Producer and Production Coordinator roles in Vancouver or remote.