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Production case study

Anime Raid

Anime Raid game artwork

Protecting the player experience at launch.

My roleProject Manager
PlatformRoblox
In collaboration withMockbyrd Studio

What I owned

At LECO Studio, I owned launch planning and LiveOps coordination, working with eight people across development, testing, marketing, and community. LECO handled LiveOps, marketing, and community; Mockbyrd Studio handled development.

What changed

We paused the public launch for four days to address major bugs, then reopened the game. I coordinated bug prioritization with the lead developer and testing with the team.

01

Production & project management

Coordinating launch and LiveOps across studios

I joined during polishing and managed the path to public launch, aligning LECO's LiveOps, marketing, and community work with development at Mockbyrd Studio.

  • Maintained the launch schedule and sprint priorities across an eight-person team, tracking tasks and coordinating handoffs between development, testing, marketing, and community.
  • Replanned delivery when launch bugs required a temporary closure, working with the lead developer on bug priorities and the testing team on readiness to reopen.
  • Used Creator Dashboard data to support LiveOps planning and coordinated events, giveaways, and player-facing content with marketing and community, adjusting plans as development needs changed.
02

Joining ahead of launch

Anime Raid was a collaboration between LECO Studio and Mockbyrd Studio. LECO handled LiveOps, marketing, and community, while Mockbyrd handled development. The project began around October 2025, and I joined during the polishing phase. I took responsibility for launch planning, LiveOps, and coordination with marketing and community teams on events, giveaways, and player-facing content.

03

Recognizing the launch risk

An early-access soft launch had included players and testers. At public launch, significant bugs appeared, including exploits that could disrupt the game. The team faced a difficult decision: keep the game open or interrupt the launch to address the problems. I advocated for a temporary closure to protect the player experience and trust.

04

Turning the decision into a recovery plan

We closed the game for four days. I organized bug prioritization with the lead developer and coordinated testing. I also coordinated with the community manager, who handled player announcements. The team provided compensation rewards for affected players. My role was to align the work and communication; the developers fixed the bugs.

05

Keeping LiveOps aligned with delivery

I coordinated an eight-person team across community, marketing, development, and testing. I could adjust the LiveOps plan and content when development needs changed, and reassign people to keep priorities aligned. That coordination also covered social events, giveaways, and ongoing content for players.

06

Outcome and production judgment

The subsequent launch went smoothly. I recall the game reaching approximately 13,000 concurrent players around its second week of launch; that historical figure is based on my recollection rather than a publicly verified record. The production decision was to accept a short-term interruption so the team could address serious issues before continuing the launch.

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