Kila: Hourbound
A single-player 3D action-adventure platformer built in Unreal Engine 5. Players control Kila, a Keeper of Time, navigating floating islands and combating savages stealing time itself.
Free on Steam. Watch the trailer below.

Ran the cadence
Daily standups, sprint planning, sprint reviews, retros for the 27-person team across 7 milestones (PoCT to RTM).
Owned the Jira backlog
Structured tickets with clear descriptions, kept dependencies visible to leads, prevented duplicate bug triage.
Built the documentation hub
Centralized Confluence space so cross-discipline information flow stopped routing through producers.
Coordinated external vendors
Five composers and the voice cast hit their delivery dates with no slip into the final milestone.
Oversaw localization QA
Arabic and Chinese localization for all in-game text. Tracked through Jira alongside core bugs.
Engineered bug-tracking workflows
Intake forms that captured clear problem descriptions. Reduced duplicates, improved cross-discipline visibility.
- Ask the tough questions. A composer was missing the quality bar. Avoiding the conversation hurt the project. Direct feedback got us to a final product that satisfied creative and stakeholders.
- Balance team needs with stakeholder expectations. When the combo system felt over-engineered, I facilitated a middle ground: accuracy + momentum rewards instead of full traditional combos.
- Cut scope early. Worked with the Art Lead and Game Director to drop ambitious features that weren't load-bearing. The team focused on polishing what mattered.
- Always explain the why. Telling the team what to change without saying why made later changes feel arbitrary. Transparency on reasoning kept the team aligned.





