Alice Bowman
Senior Product Manager @ Fusebox Games
About
Alice has worked in F2P mobile games for a decade, starting her career as a match-3 level designer she has a strong background in all areas of design and is now focused on product, strategy, and leadership. Alongside her work, Alice is a passionate advocate for diversity and inclusion in the games industry. She has delivered several talks on this topic, and has mentored and volunteered with organisations such as Out Making Games, Limit Break and Code Coven.
United Kingdom
Bristol
Computer Games
Business Profitability, Project Management Software, Product Requirements, Defining Product Requirements, Creative Problem Solving, Financial Performance, Analytics, Key Metrics, Product Launch, Product Road Mapping, Competitive Intelligence, Product Lifecycle Management, Workload Prioritization, Team Leadership, Business Development, Product Vision, Competitive Analysis, Team Management, User Experience (UX), Live Events
Experience

Product Lead
Brighton, England, United Kingdom
- Leading development of MAG's hit word game Wordzee! - Defining product strategy, informed by competitor analysis and market research - Managing the roadmap, setting OKRs, and fulfilling producer responsibilities for our team of 8 - Maintaining cross-team communication and collaboration - Aligning and committing with stakeholders across the company - Monitoring KPIs and analysing data - Working with our BI team to plan a roster of A/B tests

Freelance Game Designer
Over 8 years, I engaged in numerous short-term contracts of work as a game designer, narrative designer, and product consultant for various studios. Contracts include: - Game design for Team Artichoke's pitch prototype - Consultancy for Peerplay's debut unreleased title, from both a game design, narrative and product perspective - Narrative design for HUGs, a soft-launched prototype by start-up TrulySocial

Narrative Designer
- Created 16 game days worth of launch content for Love and Pies - Key contributor to meta and story overhaul that delivered record D1 retention and a green light to launch - Established a team of content designers: participating in the hiring process, managing their onboarding, and organizing workload - Managed alignment between narrative, art, and design - Worked closely with producer and other stakeholders to determine content release schedule - Championed narrative and content pipeline - Script editing and feedback - Implemented cutscenes in Unity - Supported lead writer in defining story direction

Content Designer
London, England, United Kingdom
- Joined Trailmix as a level designer when Love and Pies was in prototype stage - Created thousands of levels across four different iterations of the core - Helped hire and onboard a second level designer - Transitioned to working on cutscene creation in Unity - Contributed to story direction, character ideation, and narrative - Script editing and feedback

Level Designer
- Alongside my PhD, I worked part-time as a level designer for Crafty Candy and Angry Birds POP - Created levels to pass rate specifications - Worked with QA and other level designers to ensure the accuracy of projected pass rates - Responded to live data, monitoring churn, pass rate and monetization and adjusting levels accordingly

Designer
Dundee, United Kingdom
- I was a Game Designer for Crafty Candy, a match-3 game and Outplay's best-performing title at the time - Created episodes of content and batches of levels, from concept to release to live iterations as needed - Monitored churn, pass rate and monetization of live levels, and adjusted levels accordingly - Contributed to the design of new features - Contributed to live ops schedule - Developed a best practice guide for level design - Developed a best practice guide for copywriting - Wrote fortnightly company-wide updates on the game, keeping stakeholders informed - Wrote briefs for art outsourcers, managing feedback and iterations to guarantee consistently high-quality

Game Design Intern
London, United Kingdom
- Moved across various projects in different stages of development: ideation team, a game prototype, a soft-launched game preparing for launch (Shuffle Cats), and a live game (Farm Heroes) - Designed a new feature for Shuffle Cats - Designed a mini-game - Created levels for Farm Heroes - Pitched design ideas for new games - Competitor analysis

Game Design Intern
- Worked on Fallen London and Sunless Sea - Assisted with QA tasks, testing the PC and app version of Sunless Sea - Participated in writing team meetings, providing feedback and input on story content - Proofread narrative content for Fallen London -Created an example mod using StoryNexus and JSON -Assisted in organizing a fan competition - Wrote blog posts re. modding update
Education

Research
I spent three years researching the applications of serious games in supporting the emotional wellbeing of cancer patients at Abertay. Whilst undertaking this study I created a project in Unity, that drew on dating sim design paradigms to become a support group sim. The design for this project was informed by interviews with breast cancer patients and focus groups, that were carried out in collaboration with the Maggie’s Centre and Macmillan Cancer Support. I eventually stepped away from my studentship due to the impact of Covid on both myself and the research participants I was working with, but the application of games to emotionally support patients remains close to my heart. I have continued the development of my support group sim in my spare time, and am working on other projects that will utilize aspects of this research.
Alice Bowman's Contact Information
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