Jake Asbell - Games Producer
Hello I'm Jake Asbell - Games Producer
I'm 23 years old and I got my Associates of Applied Science, Game Design degree from Austin Community College. While there I intensely studied the role of the producer in video game development. ​
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As a competitive gamer, I excel in high stakes situations when complex problems need to be solved. While working as a level designer on Mindshift, I recognize how essential strong project management, clear team coordination, and proactive problem-solving are to a successful game. Throughout my game development journey, I've enjoyed building trusting relationships and aligning people with different visions and backgrounds toward a shared goal. I'm committed to applying both my competitive nature and collaborative strengths in a professional setting.

My Skills
Production Skills
Design & QA Skills
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Scrum and Agile Methodologies
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Scheduling
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Community Management
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Sprint Planning & Retrospectives
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Trello
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Setting Deadlines and Milestones​
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SWOT Analysis
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Level Design paper maps
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Basic C#
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Writing Test Cases​
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Quality Bug Reporting
Software & Additional Skills
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Unity
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GitHub
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Microsoft Office Suite
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Microsoft Teams
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Zoom
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Discord​
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Fast Learner
Responsibilities
As an Associate Producer, my focus is on supporting senior producers by handling day to day tasks, assisting with communication of different departments, and following up on deliverables. I will also prioritize taking meeting notes to keep everyone informed, as well as help keep project documentation up to date.
Leadership
What sets me apart from other leaders is I prioritize the individual relationships of all members on a team. I love bringing people together and finding ways to frame a project’s goals so they click with different team members. The goal is for everyone to be motivated and enjoy the work we're doing.
Creativity
Though I’m a producer at heart, I think like a designer. That perspective lets me align the creative vision to the production reality. I I was a level designer on Mindshift, a puzzle-platformer, where I created paper map concepts, built levels in Unity, and collaborated with the team on playtesting and iteration.