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GEARS OF WAR: E-DAY

Producer, Moments | The Coalition

Remote | Hiring Our Heroes Fellowship to Aquent Vendor Contract
January–June 2026

I joined The Coalition through the Hiring Our Heroes Fellowship and continued under contract, owning day-to-day production execution for the Moments pipeline on Gears of War: E-Day. I coordinated work across creative and technical disciplines, maintained production visibility, translated decisions into executable plans, and surfaced risks that could affect milestone progress during the critical finaling phase.

My Role

I owned day-to-day production execution for the Moments pipeline, maintaining visibility across work, dependencies, risks, decisions, and milestone readiness. I led recurring production meetings, translated outcomes into executable Jira plans, coordinated daily triage and burndown activity, and helped creative and technical disciplines remain aligned through finaling.

Moments in Publicly Released Footage

The following is officially released footage containing player-facing Moments work supported through the production pipeline I owned; the final content represents the work of the broader development team.

Footage represents the collaborative work of The Coalition and its development partners. Its inclusion provides context for my production responsibilities and does not imply sole authorship of the content shown.

Moments showcase showing several instances of moments work from across many different disciplines.

Publicly Released Moments Xbox Showcase

Creative Intent & Production Alignment

Cross-Discipline Production

Effective production required more than tracking tasks. I needed to understand the creative intent behind each Moment so that reviews, priorities, dependencies, and escalation decisions supported the intended player experience. That meant maintaining alignment around emotional impact, gameplay pacing, player agency, franchise tone, and technical feasibility while helping each participating discipline understand how its work contributed to the complete scene. I maintained alignment across more than 125 Moments by running weekly cross-discipline director reviews focused on upcoming demos, milestone needs, and the Xbox Showcase. These reviews helped turn creative direction into clear decisions, dependencies, and executable production work.

I coordinated dependencies across animation, VFX, lighting, rigging, cinematics, level design, gameplay, audio, QA, Cine Tech, and external development. As the producer supporting the People Can Fly animation team, I translated direction and discipline decisions into actionable Jira work, maintained documentation and reporting in Confluence and Scripto, and used ShotGrid, Maya, and Unreal Engine 5 to stay connected to the workflows behind the work. I led daily triage and burndown, tracked Content and Story Lock readiness, and flagged risks before they threatened milestone progress.

How I Worked

Approved Outcomes

My approach centered on clear ownership, reliable production cadence, accurate reporting, and early risk visibility. I asked questions to understand creative and technical context, documented decisions without disrupting team momentum, and connected the right people when progress depended on cross-discipline input.

Rapid Ramp and Ownership

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Rapidly onboarded into an established production environment and assumed ownership of recurring Moments reviews and production workflows within the first weeks of the engagement.

Project Status and Attribution

Production Visibility

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Maintained cross-discipline visibility by converting decisions into actionable Jira work, tracking ownership and dependencies, and flagged risks before they could disrupt milestone progress.

Gears of War: E-Day is an upcoming release planned for October 6, 2026. This showcase is limited to publicly shareable information and focuses on my production responsibilities and experience. Featured game imagery represents the collaborative work of artists, designers, developers, and other contributors at The Coalition and its partner teams. It is included to provide context for the cross-discipline production challenges the team addressed through collaboration, diligence, and attention to detail.

Finaling Support

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I instituted a stage-gated finaling plan across more than ten disciplines with moments, restructuring over two months of closing work into sequenced review and completion windows. The system protected milestone dates, prevented closing work from accumulating at the end of the cycle, and gave teams a controlled path toward Story and Content Lock.

What I Contributed

My contribution was production clarity. I helped teams understand what had been decided, what remained unresolved, who owned the next action, and which dependencies could affect delivery. That consistency allowed specialists to focus on their work while giving leadership a more accurate view of progress and risk.

Legal / IP Notice

Gears of War, Gears of War: E-Day, Xbox, The Coalition, and related names, imagery, and trademarks are property of Microsoft and its affiliated companies. This is an independent professional portfolio and not an official Microsoft, Xbox, or The Coalition publication.

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