Hi, I'm Amanda,
a Release & Project Manager
a Release & Project Manager
I’m passionate about problem-solving, structured workflows, and making game development smoother. With a background 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 role as Release & Project Manager.
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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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.
Responsible for the full release cycle, and adjusting to supporting both VR and normal flatscreen versions of the game.
[Currently missing case study]
Responsible for the full release cycle, from coming soon to Early Access, full launch, and continuous updates.
[Currently missing case study]