The Last of Us: Part I
What I owned
- Background art production
- Capacity planning across art and combat design
- Accountability layer: standups, director reviews, dashboards
Ten months from internal ship, everyone felt overscoped and nobody had data. Art looked like the bottleneck, but combat design had not locked sections and did not know how much work remained.
Scoped bottoms-up in 1:1s with every designer, built a capacity planner, and gave leadership blended headcount and date options.
Found a 6-month overscope. Leadership added headcount and moved the date 3 months. I predicted design lock 10 months out and hit it within 2 weeks.
Design lock predicted 10 months out. Hit within 2 weeks.