Hello, I'm Asim Iqbal
Technical Producer | Production Lead | External Development
Senior Game Producer with 15+ years across AAA and indie. I lead cross-discipline teams, optimize pipelines, and deliver on time.
My current toolset encompasses Project-management methodologies such as Agile, Waterfall, and Kanban, along with tools like Scrum and JIRA
PROJECTS
Currently producing BeetleBall (Steam Playtest) and Catch Me (Mobile/PC multiplayer)
ABOUT ME
I’m a Technical Producer and Production Lead with 15+ years of experience across AAA outsourcing, independent game development, and cross-platform product delivery. My background in 3D art, technical art, and real-time engine workflows allows me to bridge creative and technical teams, identify root causes, and turn complex production challenges into clear, practical delivery plans.
I specialize in external development, cross-disciplinary production, pipeline improvement, project recovery, and technical problem-solving. I have led distributed teams, established outsourcing workflows, improved delivery speed and cost efficiency, and helped bring stalled or over-scoped projects back under control.
Today, I contribute to BeetleBall across level design, technical art, environment production, and production problem-solving, while also directing independent multiplayer and community marketplace products through AI-assisted development. I’m most effective where art, engineering, vendors, and product goals need to come together into one reliable delivery system.
SKILLS
• Production & Delivery : Agile/Scrum, Jira, Confluence, sprint planning, product roadmaps, milestone tracking, scope control, risk management, capacity planning, and cross-functional delivery.
• External Development : Vendor evaluation and onboarding, production briefs, outsourced asset reviews, quality standards, milestone approvals, distributed-team coordination, and client communication.
• Technical Production : Unity, Unreal Engine familiarity, real-time asset integration, lighting and shader troubleshooting, profiling, optimization, technical debugging, and workflow automation.
• Art Pipeline : 3ds Max, Maya, MotionBuilder, Substance Painter, Photoshop, and ZBrush; 3D modeling, texturing, UV workflows, environment art, asset optimization, and rigging/animation troubleshooting.
• Product & Gameplay : Feature planning, player-experience flows, gameplay balancing, multiplayer systems, usability improvements, roadmap prioritization, and iterative product development.
• AI Assisted Development : Claude and OpenAI Codex for product architecture, rapid prototyping, implementation review, debugging, testing, and QA.
CONTACT
CV available upon request – asimiqbal.nov@gmail.com