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)

Title: BeetleBall
Platform: PC
Position: Lead Technical Artist

Title: Catch Me
Platform: Mobile/ PC
Position: Independent Developer

Title: Enemy Front
Platform: PS3 / Xbox 360 / PC
Position: Outsourcing Manager

Title: BBoy
Platform: PS2 / PSP
Position: Lead 3D Artist

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

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