immutable.build
Résumé
immutable.build
Résumé

Sivarak “Kai” Tawarotip

Senior Producer / Technical Program Manager

Los Angeles, CA · On-site, hybrid, or remote · kai@immutable.build · LinkedIn · GitHub

// verify — credits on MobyGames ↗

Professional Summary

Senior Producer / Technical Program Manager with 17 years in AAA game development (2006–2023) and 17 shipped titles, starting in QA. Six years as Senior Producer at Infinity Ward, shipping Call of Duty titles and sustaining Warzone as a live service. Led a 20–40-person engineering org across Engine & Graphics, Tools, Systems, and Build & Release, owning the technical production lifecycle from pre-production through launch and live ops. Stood up the crash-triage program that held crash rates under 3% per platform from 2021 through 2023. Since 2023, a deliberate sabbatical after seventeen continuous years in studios, going deeper on the technical side; now returning.

Skills

Production & Program Management
Technical program management · Engineering & QA org management · Roadmap & milestone planning · Resource & capacity planning · Dependency & risk management · Stakeholder management · Cross-discipline coordination (Engineering / Art / Design / QA) · Co-development partner management · Incident response
Tools & Pipeline
Atlassian suite (Jira & Confluence admin, Jira Plans / Advanced Roadmaps) · Perforce · CI/CD pipelines · Slack workflow automation · Build & Release production
Methodologies
Agile · Scrum · Kanban · Waterfall
Technical Domains
Engine & Graphics · Live-service operations (Live Ops) · Crash triage & stability · Localization pipeline management
Additional
Bilingual (English / Thai) · Self-hosted infrastructure · Anthropic Claude — agents & tooling

Experience

branch: HEAD

Senior Producer — Infinity Ward

2017–2023
  • Maintained live-service stability for Call of Duty: reviewed crash reports daily across PlayStation, Xbox, and PC, triaging the highest-impact issues into Jira and gating fixes through testing review before each release. Drove crash rates under a 3% per-platform target and defended it from 2021 through 2023, with spikes caught and driven back down. Once it proved out, I handed day-to-day operation to a production coordinator.
  • Handled resource allocation, and managed delivery for an external engineering co-development partner, The Multiplayer Group: scheduled their work, tracked their contribution, and fed that tracking into the renewal decision.
  • Ran 1:1s with the producers and coordinators on my team and helped them set goals.
  • Owned the tools program end-to-end, coordinating delivery of both net-new and improved developer tooling for a 300-person studio. Ran prioritization sessions with the tech director, triaged inbound requests, and translated approved work into milestone plans and sprint schedules aligned to production timelines.
  • Identified that Tools and Build & Release were one team whose engineers kept getting pulled onto pipeline firefighting, so committed tooling work missed sprint after sprint. Pitched the separation to my directors on sprint slippage; they took the recommendation and hired a director to run Build & Release. Two tools engineers moved over and two more were hired, taking the combined teams from 6 engineers to 8, and produced both teams through the transition. What I saw after: tools shipping on their own cadence and faster build support.
  • Ran the research when the studio needed a new bug and project-management database: compared Jira against Hansoft, Shotgun, and Bugzilla on ease of use, price, and self-hosting, wrote the comparison up and demoed it to the team, and worked with IT and our database manager to stand up trial instances. Jira was adopted, along with the sprint process and dashboards; served as one of the studio’s Jira admins, onboarding users into groups for project access and building workflows.
  • Coordinated near-weekly in-game store and promotional releases against engineering capacity, alongside live-ops fixes as issues surfaced, with updates gated through testing review.

Projects: Call of Duty: Modern Warfare · Call of Duty: Warzone · Call of Duty: Modern Warfare II · Call of Duty: Warzone Mobile (shipped 2024; contributed 2022–2023)

branch: merged

Producer — Infinity Ward

2014–2017
  • Led engineering teams across Engine, Tools & Pipeline, Tech Art, Gameplay, and AI. Served as the cross-functional bridge between lead designers and the tech director, translating design requests into engineering priorities and negotiating schedules both teams could commit to and deliver against.
  • Ran studio-wide tool request surveys to surface and prioritize improvements by developer demand. Served as first-line triage, gathering full context before escalating to engineering to protect dev focus time.

Projects: Call of Duty: Infinite Warfare

branch: merged

Producer — Neversoft Entertainment

2011–2014
  • Managed engineering and content disciplines in parallel. Engineering: Tools, Tech Art (3ds Max/Maya tooling), Gameplay, and AI/NPC systems. Content: Character Art, Animation, Motion Capture, and UI/HUD.
  • Bridged tools users and engineering leadership. Gathered developer pain points, escalated recurring issues to the code director for prioritization, and coordinated fixes and preventive measures to improve pipeline reliability.

Projects: Call of Duty: Ghosts · Call of Duty: Advanced Warfare · Duck Dynasty (motion capture)

Neversoft contributed to Ghosts and Advanced Warfare in a co-development capacity prior to being integrated into Infinity Ward in 2014. Full credits: mobygames.com/person/250653/sivarak-tawarotip/

branch: merged

Associate Producer — Neversoft Entertainment

2009–2011
  • Managed content team covering Character Art, Vehicle Art, and Weapon Art. Ran regular lead reviews to allocate resources and ensure on-schedule asset delivery.
  • Directed the localization pipeline, overseeing accurate and culturally appropriate translations for in-game text, subtitles, and dialogue across multiple titles.

Projects: Guitar Hero: Warriors of Rock · Call of Duty: Ghosts (pre-production)

branch: merged

Production Coordinator — Neversoft Entertainment

2008–2009
  • Supported the Lead Producer in tracking milestones, maintaining project schedules, and keeping GDDs and asset documentation current.
  • Served as the primary liaison between QA and the development and production teams, streamlining issue reporting and resolution.

Projects: Guitar Hero: Metallica · Guitar Hero 5 · Band Hero

branch: merged

QA Tester / Lead Tester — Neversoft Entertainment

2006–2008
  • Started in QA. Moved up to Lead Tester, leading a team of QA testers, developing comprehensive test plans and collaborating directly with developers on bug reproduction and resolution.

Projects: Tony Hawk's Project 8 · Tony Hawk's Proving Ground · Guitar Hero III: Legends of Rock · Guitar Hero: Aerosmith · Guitar Hero: World Tour

Independent Technical Work

2023–present
  • Designed, assembled, and operated self-hosted server infrastructure: custom hardware, virtualization, and networking.
  • Directed Anthropic’s Claude as the implementer, using the same scope-direct-and-ship loop I ran with engineering orgs. Specced and shipped plugins and skills for an Obsidian-based knowledge system, autonomous scheduled agents running real workflows, and “The Daily Node,” a single-file React command-center dashboard, open source at github.com/GitHubxSuperKai/the-daily-node.

Education & Training

MindGym Management Training — via Activision

2022–2023

Performance management, leadership development, and diversity, equity & inclusion.

Certified ScrumMaster (CSM) — Scrum Alliance

2011
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