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👇
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.
25.1%
Leaders weren’t aligned on the vision.
23.5%
Deadlines were completely unrealistic.
20.2%
Communication between departments kept breaking down.
14.2%
Budgets didn’t match the project’s scope.
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:
Toño quickly stepped in with process suggestions that were adopted and sped up our ability to put out work faster than it was coming in. Even though he was an engineer at the time, he understood which parts of Scrum we actually needed on a small prototyping team and which we could ignore. His grasp of what we were making, how it needed to be made, and how to organize the team helped us come from behind and hit our deadlines. If he hadn’t taken over the production process on that project, I’m not sure we would have made it.
We brought Toño in as an engineer on a prototype feature for a live mobile game, and he quickly became a partner in improving our Scrum and Agile processes. He consistently delivered when speed and accuracy were critical, and adapted easily as requirements changed. His process suggestions made our sprints smoother and our output more reliable.
Toño brings strong production knowledge on top of considerable technical skill. He recently ran a seminar for our students on game project scheduling and prioritization that was clear, concrete, and immediately useful. I’d recommend him to any team that needs a sharper plan and better prioritization for their game projects.
Ready to ship more with the same team?
Projects our team has worked on

Pokemon GO

Ark Survival Evolved

Minecraft

Halo Infinite

Catan

Crucible

Elo Hell

Epsilon
Pokemon Go
Ark Survival Evolved
Minecraft
Halo Infinite
Catan
Crucible
Elo Hell
Epsilon
Toño Jiménez
Technical Project Manager and Producer
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.