I’m Monic, a technical producer who started in recruiting, taught myself to code, and led 20+ engineers to build an in-house game engine.
Technical Producer, Avalanche Studios Group
Stockholm, Sweden
Work
YearsProjectStudioRole
2026 – PresenttheHunter: Call of the WildAvalanche Studios GroupTechnical Producer
Producing the engine inside the game team, working directly with the Product Owner.
SituationTime-critical releases, with the team needing both technical advancement and new feature work.
What I didProtected release dates without stalling long-term technical progress, started a player-facing roadmap with the Product Owner, and shared player survey results with the team.
OutcomeOngoing: championing player telemetry and player-driven features, and refining the focus of Close Beta builds around player input.
2025 – 2026Unannounced AAA titleAvalanche Studios GroupTechnical Producer
An unannounced AAA title with an external publisher.
SituationA large-scale AAA project with a high-stakes publisher.
What I didManaged a cross-functional team across Technical Art, VFX, Lighting, Systems Engineering, Rendering, Tools Development, Developer Services and Build Engineering, and drove production planning, milestone tracking and delivery.
OutcomeKept team direction and output quality cohesive across creative and technical disciplines.
2022 – 2025Apex EngineAvalanche Studios GroupTechnical Producer
Leading production for Apex Engine, with 20+ direct reports across animation, audio, rendering, physics, network and runtime.
SituationA team resistant to change, with long-standing collaboration problems with the game projects.
What I didIntroduced adaptive Scrum, bridged Central Tech and the game project teams, and supported platform releases and third-party middleware integration across Xbox and PlayStation.
OutcomeBetter team cohesion and delivery. Technical Directors on the game projects using Apex recognized the results. Selected as a speaker at Gamescom Asia x Thailand Game Show 2025.
2022Enterprise client partnershipsAccelByteDeveloper Partner Manager
Solution architecting and client relationships across enterprise accounts, including Sony Interactive Entertainment Japan, Remedy Entertainment, Starbreeze, Stray Bombay, FuzzyBot Games and Teravision Games.
SituationStudios integrating AccelByte’s backend into their games.
What I didLed solution architecting, system design and client relationship management, produced the AccelByte Demo Game and the Tutorial platform released with it, and mentored interns and onboarded a new hire.
OutcomeA demo game with cross-platform multiplayer on Windows, PlayStation 4 and 5, Xbox One, Xbox Series X, Nintendo Switch and Android.
2020 – 2022SDKs and demo gamesAccelByteTechnical PM & Product Owner
Owning product strategy, roadmap and backlog for AccelByte’s SDK and developer tooling.
SituationSDK and developer tooling workstreams, including Data, Analytics & Game Telemetry, Load Testing, and the Developer Experience Team.
What I didShipped Unity, Unreal Engine 4 and 5, Golang and Python/CodeGen SDKs, owned documentation strategy and quality gatekeeping, and produced the demo games.
OutcomeDemo games shipped across Steam, Epic Games Store and Microsoft Store, and playable on PC, Xbox Series X, PS4, PS5 and Nintendo Switch. Mentored a Technical Writer into a Technical PM role.
2020 – 2021WB Games and Bandai NamcoAccelByteContracting Producer
Contracting producer for Warner Bros. Games San Francisco and Bandai Namco North America, on non-disclosed projects.
SituationEngineers from AccelByte and the studios working together on one project.
What I didManaged project planning, milestones and deliverables, gatekept product quality, ran User Acceptance Testing, and contributed to product design and development.
Outcome[WHAT CAN BE SHARED]
2018 – 2019Growing the teamAccelByteTechnical Recruiter
Helping AccelByte grow from about 25 to about 110 employees.
SituationA growing company competing with Indonesia’s top-funded unicorns on culture and mission, not salary.
What I didRebuilt recruitment from scratch, redesigned the candidate experience and cultural assessment frameworks, and prioritized growth mindset and culture fit over raw performance.
OutcomeHeadcount grew from about 25 to about 110. Then I pitched my move into production directly to the CEO.
About
I’m from Semarang, in Central Java. I studied psychology, started out recruiting engineers at AccelByte, taught myself to code, and moved into producing SDKs, demo games and client integrations for studios like Warner Bros. Games, Bandai Namco and Starbreeze.
Now I’m in Stockholm, leading 20+ people on an in-house game engine at Avalanche Studios Group.
I think like a psychologist, work like an engineer, and operate like a founder.
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