Ship more with the same team.

Turn “we’re close” into shipped work and stop every “we also need…” from bloating the game.

Senior game producer consulting that acts as a force multiplier for your existing team.

From serious indies to AAA studios.
See how we fix slips and scope creep👇
Server being installed

Let’s Review Your Scope, Budget & Timeline Together

Who Is This For?

If you’re a game studio leader and any of this sounds familiar:

⏱️

Weeks of “we’re close” and still nothing new in the build.

Every meeting adds new “must‑have” features. Nothing ever gets cut.

🐌

Your team is slammed, but every sprint still slips.

📈

You can’t add more headcount, but you need more shipped work.

Ready to stop scope creep, slipping sprints, and “we’re close” builds that never ship?

What Makes This Program Different?

We fix the 3 root causes behind “we’re close,” scope creep, and overworked teams:

01

Strategic Scope & Timeline Planning

We turn endless “we also need…” requests into a clear sequence of what ships now vs what waits, so features stop piling up, the plan matches your actual capacity, and your next milestone has a realistic path to done instead of drifting forever.

02

Leadership Alignment & Communication

We get directors and leads agreeing on what “approved” really means, aligning reviews, priorities, and definitions of done so every review isn’t “close… but not approved” and your team knows exactly what has to change for work to move from almost‑there to shipped.

03

Budget & Workforce Clarity

We increase output without adding headcount by matching scope to the team you already have, cutting or parking work that burns time without changing the build, and making it obvious where one strong producer can act as a force multiplier instead of another full hire.

Bring clarity to your scope, time, and team before the next sprint slips.

Why This Matters Now?

Most game projects don’t fail from bad ideas, but from slipping timelines, scope creep, and mismatched teams.

29.5%

Poor project management disrupted their last game.

“Sprints slipped, ‘we’re close’ dragged on, and nothing new hit the build.”
25.1%

Leaders weren’t aligned on the vision.

“Reviews stayed at ‘close… but not approved’ instead of ‘shipped.’”
23.5%

Deadlines were completely unrealistic.

“Time to launch shrank while real progress went down.”
20.2%

Communication between departments kept breaking down.

“Every meeting added new ‘must‑have’ work. Nothing got removed.”
14.2%

Budgets didn’t match the project’s scope.

“They needed more output but couldn’t add more people.”

Clear priorities, aligned leadership, realistic timelines, and more shipped work with the team you already have.

What You’ll Walk Away With?

It’s not just management, it’s clarity. Here’s what you gain when “we’re close” turns into shipped work:

🙂

Timelines your team can actually hit

🧩

Leadership aligned on what “approved” means

⚖️

Scope and budgets that fit the team you already have

🔁

Cross‑discipline communication that keeps sprints finishing

✂️

A clear list of what ships needed, nice to have, or not at all

📣

More confidence from publishers and investors that you can deliver

Show your team and investors you can ship more with the same team.

What You’ll Get When You Book?

A trimmed, realistic view of your current roadmap

Clear priorities: what ships now vs later

Scope and workload matched to your team

Early warning on slips and scope creep

Reviews that end in clear yes/no decisions

A realistic delivery timeline your team and investors can actually trust

What It’s Like To Work With Us?

People I’ve worked with on titles like Pokemon Go, Minecraft, Halo Infinite, and more:

Ready to ship more with the same team?

Projects our team has worked on

Argument Reality Mobile Videogame

Pokemon GO

Action Adventure Survival Videogame

Ark Survival Evolved

Sandbox Videogame

Minecraft

First Person Shooter Videogame

Halo Infinite

Multiplayer board game

Catan

Free to play multiplayer third person shooter

Crucible

Indie game experimental

Elo Hell

First Person Shooter Game

Epsilon

Pokemon Go

Pokemon Go

Ark Survival Evolved

Ark Survival Evolved

Minecraft

Minecraft

Halo Infinite

Halo Infinite

Catan

Catan

Crucible

Crucible

Elo Hell

Elo Hell

Epsilon

Epsilon

Toño Jiménez

Technical Project Manager and Producer

Project Management Professional
Certified Agile Facilitator
Certified Scrum Professional Product Owner
Advance Certified Scrum Master
Advanced Scrum Developer

With 10+ years in game programming and 5+ years in project leadership, Toño helps studios ship better games through better planning. He’s contributed to titles like Halo Infinite, Minecraft, Ark: Survival Evolved, and Pokémon GO.

Blending deep technical fluency with project management, Toño turns chaos into clear plans, aligned leaders, right‑sized teams, and realistic milestones that investors and teams can trust.

Our Guarantee

You don’t need more uncertainty. You need clarity that ships.

If, in the first week, you don’t feel clearer on where your project is weak and what to do next, we’ll stop there with no push to keep going.

You can expect transparent communication and dedicated support from the very first call.

Every extra week of “we’re close” costs time, money, and trust.

© 2026 Toño Game Consultants.