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 with 17 years in AAA game development. Six years as Senior Producer at Infinity Ward, shipping Call of Duty titles and sustaining Warzone as a live service at 2M+ peak concurrent players. Led a 20–40 person engineering org across Engine & Graphics, Tools, Systems, and Build & Release, owning the full technical production lifecycle from pre-production through platform certification, launch, and live ops. Career began in QA; have run test teams, shipped through Sony, Microsoft, and PC cert pipelines, and produced engine, tools, and content disciplines in parallel.

Skills

Production & Program Management
Engineering & QA org management · Cross-discipline coordination (Engineering / Art / Design / QA) & studio-leadership partnership · Cross-functional launch orchestration · Milestone planning · Dependency & risk management · Incident response · Live-service operations · Roadmap-to-delivery translation
Tools & Pipeline
Jira (admin) · Confluence · Perforce · CI/CD pipelines · Slack workflow automation · Build & Release pipeline ownership
Methodologies
Agile · Scrum · Waterfall · Certified ScrumMaster (CSM) · Milestone-based scheduling
Technical Domains
Engine & Graphics · Live Ops · Platform certification (PlayStation, Xbox, PC) · Localization pipeline management
Additional
Bilingual (English / Thai) · Self-hosted server infrastructure (custom hardware, virtualization, networking) · Anthropic Claude — agent & tooling development

Experience

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

Independent Technical Work

2023–present

A deliberate sabbatical after seventeen continuous years in studios: stepping away by choice to go deeper on the technical side, and now returning. Designed, assembled, and operated self-hosted server infrastructure from scratch, including custom hardware, virtualization, and network configuration. The same scope-direct-and-ship loop I ran with engineering orgs, applied to AI as the implementer. With Anthropic’s Claude executing under my direction, I specced, iterated, and shipped production-grade tooling: plugins and skills for an Obsidian-based knowledge system; a single-file React command-center dashboard, “The Daily Node” (open source); and autonomous scheduled agents running real workflows.

Education & Training

MindGym Management Training — via Activision

2022–2023

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

Certified ScrumMaster (CSM) — Scrum Alliance

2011

In-person certification with interactive instruction and workshop from a verified trainer.

// next — Titles change. Roles change. The standard is immutable.
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