← Back to projects

Kila: Hourbound

Producer · 27-person team · Sep–Dec 2025 · SMU Guildhall GameLab

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.

Kila: Hourbound key art
27Devs on the team
7Milestones to RTM
5External composers
2Localizations shipped

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.

Jira Confluence Perforce Unreal Engine 5 Microsoft Office Slack OBS Steamworks
  1. 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.
  2. 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.
  3. 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.
  4. 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.