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Anca de Waal
Game Producer
Experience

Metro Awakening VR
Genre: Story driven first-person shooter
Primary Role: Producer
Platform: Quest 2, Quest 3, PSVR 2, Steam VR, Viveport
Team Sizes: 3 - 12
Status: Released
website

Project Exhibited
Genre: Stealth
Primary Role: Associate Producer
Platform: PC
Engine: Unreal Engine 4
Project Duration: 32 weeks
Team Size: 28 - 33
Status: Released
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Internship Soedesco
Duration: September 7, 2020 - August 13, 2021
Responsibilities: Testing, FQA/CQA support, Localization support, Age Ratings, (Product Backlog, Pipelines for Studios)
Featured Games: Kaze and the Wild Masks, Monster Crown, Dog Duty, Truck Driver, Hammerhelm, Defunct

Little Thorns
Genre: Cooperative Bossfighter
Primary Role: Scrum Master
Platform: PC
Engine: Unreal Engine 4
Project Duration: 8 weeks
Team Size: 22
Status: Released
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Kitty Caller
Genre: Bullet Hell
Primary Role: QA
Platform: Mobile
Engine: Unreal Engine 4
Project Duration: 2 weeks
Team Size: 7
Status: Not Released


Special Skills
Quality Assurance
Quality Assurance or testing in general seems to always have been a small part of my responsibilities in most of my projects. Of course, not without reason. Testing for a producer role has given me more awareness of the status of a product, allows me to understand priorities better and sometimes grants a different perspective on the product, clearing up issues and/or bugs to report back to the team.
Personal & Project Planning
Being my messy self has never shown as much progress as when I became a better planner, helping me and the team to become more motivated and more efficient. Experience in all phases of game development have helped me give a better understanding of what is needed on the planning side.
Agile Development
Scrum has been my most familiar companion when it comes to an agile development framework and I have a PSM-I certificate to prove it.
Kanban is a close second in terms of experience. However, both frameworks have often been adapted based on the team's needs.
Basic Visual Scripting (Blueprints)
During my education, I have worked with Unreal Engine 4, which granted the opportunity of working with visual scripting or in this case Blueprinting. I had taken the chance to try out the role of technical designer in a project to learn more about this subject and thus give me a basic understanding of this visual scripting.
Risk Management
There is always something bound to happen in game development that throws off the initial planning and/or requires action to avoid it from escalation.
That is why I like to invest in risk management to predict such changes and be prepared for those. It is part of the process to respond to change, of course with a clear priority based on severity and reproducibility.
Communication
Communication is a critical part of our jobs; it helps mitigate risks, it identifies problems, and may make or break your bond with the team.
I have worked both in small and large teams, worked with stakeholders, outsourcers and have thus managed to refine my communication skills. Whether I need to communicate something online, offline, in individual or group settings - I am up for the task!

Tools

Google Drive
7 years
Trello
1 Year

HacknPlan
2 Months



Jira Software
6 years
Unreal Engine
7 years

Painter Essentials 7
2 years
Perforce
7 years

Microsoft Office
13 Years
Contact
Name
Anca de Waal
Location
Vlijmen, The Netherlands



Monday
1 Month

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