01Constraint
A volunteer team of five across Mexico and Canada, all but the art director new to game development, with a three-month build window.
02Intervention
Before any features, I trained the team in Unity and set up the repository and CI/CD pipeline, then locked scope to what fit the deadline.
03Measured
Every build went through QA passes, including a stress test of real-time shadows under varied geometry, which passed.
04Result
Fading Lights shipped on Google Play in June 2023, after three months of development, kickoff to release build.
05What it proves
I build the team's capability first, because that is what makes a deadline holdable.