Production Coordination · Rapid Prototyping

UX Design · Personal Project

Prism — Production Coordination Tool

INTRO

After shipping Beamdown, I wanted a better way to coordinate future projects — so I built one. Prism is a personal production coordination tool designed for game and experience design teams, tracking deliverables, stakeholders, milestones, and scope decisions across every phase of a production. Built entirely on my own using rapid prototyping methods, it reflects how I think about keeping creative teams organized, aligned, and moving forward.

Some Stats:

  • 4 — Core views built

  • 1 — Designer, end to end

  • Personal — Built for my own productions

  • Rapid — Concept to locally working product

What I did

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What I did ·

  • Identified a Real Problem & Built a Solution

    Coming off Beamdown I saw exactly where coordination breaks down on a cross-disciplinary creative team — and built Prism to solve it. No brief, no assignment. Just a problem worth fixing.

  • Designed a Full Coordination System

    Four views that mirror how a real production actually moves — a dashboard for project health, a deliverables matrix for tracking ownership and status, a stakeholder map for managing relationships across disciplines, and a communication log for keeping inward and outward comms documented.

  • Rapid Prototyping & UX

    Designed and built the entire tool independently using Cursor — taking it from concept to a polished, working product that reflects the same design sensibility I bring to every project.

REFLECTION

Prism is the most direct expression of how I think about project coordination — not just as a skill but as a design discipline.

The ability to build a tool like this from scratch, organize it around how real productions work, and ship it independently is exactly the kind of thinking I bring to all my projects.