branch: HEAD
Senior Producer — Infinity Ward
2017–2023 - › Led end-to-end program management for a 20–40 person engineering org spanning Engine & Graphics, Tools, Systems, and Build & Release. Shipped major Call of Duty titles and sustained Warzone as a live service at 2M+ peak concurrent players across PlayStation, Xbox, and PC.
- › Owned resource allocation and staffing decisions across a concurrent-title org, balancing headcount against shifting milestone priorities, tracking utilization, and managing external vendor scope so engineering capacity landed where it needed to.
- › 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.
- › Maintained live-service stability for a 2M+ peak concurrent player platform by building and monitoring crash dashboards across PlayStation, Xbox, and PC. Triaged highest-impact issues into Jira, maintained active investigation ownership, and gated every fix through testing review before release, driving crash rates under a 3% per-platform target and defending it from 2021 through 2023, with every spike caught, assigned an owner, and driven back down.
- › Converted long-term engineering vision into a trackable roadmap across six years of live-service delivery. When targets shifted, re-planned scope and trajectory to land close to the original commitment, flagging changes early instead of at the deadline.
- › Owned the live-service content cadence for a 2M+ player game: weekly in-game store drops within ~6-week seasons, periodic title updates, and live-ops fixes as issues surfaced. Coordinated engineering capacity against a continuous content schedule without dropping the ship cadence.
Projects: Call of Duty: Modern Warfare · Call of Duty: Warzone · Call of Duty: Modern Warfare II · Call of Duty: Modern Warfare III · 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 for incoming issues, 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 parallel engineering and content disciplines simultaneously. 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. Led test team within first year, 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