Publisher Producer
As part of Flux Games’ Short’n’Sweet initiative, I worked as the Publisher Producer on Holyhunt, collaborating with a four-person development team. One of the key challenges in this project was balancing visual ambition with production constraints. Originally scoped for a complex pixel art style, the timeline became a risk. After careful evaluation, I proposed shifting to an 8-bit pixel art approach, simplifying production without compromising the game’s charm. This strategic pivot allowed the team to meet critical milestones and ship the game on schedule.