Hi, I'm Amanda,
a Release Manager
and UX Researcher
a Release Manager
and UX Researcher
I’m passionate about problem-solving, structured workflows, and making game development smoother. With experience in UX, release management, and project management, I thrive on structuring complex processes to ensure clarity and consistency across development.
I’ve worked with VR, PC, and console games, supporting teams in delivering seamless player experiences.
Below, you’ll find an overview of my roles as Release Manager and UX Researcher.
Release Management
I manage the full lifecycle of multi-platform game launches, ensuring smooth coordination across teams, storefront compliance, and go-to-market execution. By streamlining workflows and tracking deadlines, I prevent roadblocks and secure successful releases.
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Release Management at Fast Travel Games
As Release Manager at Fast Travel Games, I ensured smooth, on-time multi-platform game launches by coordinating teams, tracking deadlines, and managing storefront compliance. I worked closely with internal teams, platform holders, and external partners to align releases with business goals and avoid delays.
Multi-Platform Coordination: Managed simultaneous global launches, tracking platform-specific deadlines to ensure compliance and storefront readiness.
Example: Steam requires a Coming Soon page two weeks prior, while Meta does not.
Example: Steam allows instant metadata updates, whereas Meta requires review time before changes go live.
Submission & Compliance: Ensured accurate metadata, pricing, IARC ratings, purchase blocking, and DLC activations/inactivations across all platforms.
Localization Management: Set deadlines for marketing copy delivery and coordinated external localization to meet platform review schedules.
Cross-Team Communication: Acted as the liaison between development, marketing, and publishing, securing fast-tracking from Meta, Steam, and PlayStation when needed.
Technical & Storefront Setup: Handled release channels, dev access, build submissions, pre-orders, app transfers, and compliance reviews (e.g., PlayStation’s Global Publishing pipeline).
Process Improvements: Developed checklists, templates, and workflows to streamline marketing asset deliveries and prevent last-minute delays.
By tracking deadlines proactively, troubleshooting submission risks, and securing platform support, I ensured 100% of our game launches were successful and on schedule. Below, I will go into specifics for individual projects.
UX Research
I lead the end-to-end UX research process, using playtest data and player insights to refine experiences, guide design improvements, and enhance engagement. Through structured research planning, I ensure findings translate into actionable development changes.
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UX Research & Project Management at Fast Travel Games
As the sole UX Researcher at Fast Travel Games, I designed, executed, and managed user research across multiple projects. I introduced UX research to external teams, prioritized and conducted playtests, and delivered actionable insights. My work ensured that research findings translated into tangible improvements in player experience.
End-to-End UX Research – Managed the full research pipeline, from onboarding teams to executing studies and reporting insights.
Player Testing & Recruitment – Built an external player database, launched a playtest signup website, and conducted tests via surveys, interviews, and gameplay observation in 1-on-1 playtests.
Data-Driven Insights – Delivered reports with player feedback, usability findings, and design recommendations, including mockups.
Cross-Team Collaboration – Communicated UX findings to developers, designers, and stakeholders to guide improvements.
Process Optimization – Created standardized research workflows, playtesting best practices, and "Common UX Pitfalls" documentation to help teams avoid recurring issues.
Leading a Team of UX Designers
Beyond individual research efforts, I have led teams of UX designers, ensuring efficient workflows and clear communication:
Led an accessibility research initiative for Pax Dei, refining traversal design based on player insights.
Managed UX iteration for Madshot, improving UI readability and player feedback loops under tight deadlines.
Developed structured user personas, usability testing, and feedback loops to support diverse player needs.
Acted as the primary stakeholder liaison, ensuring UX insights were effectively communicated and documented.
By structuring and leading UX research, I ensured player insights directly improved game experiences. Below, I will go into specifics for individual projects.