Dmitry Foxcride
Lead Game Producer @ cookies.games
About
Hello, GameDev! 🕹 I am Game ProducerGame production and operations leader with 11 years across PC, mobile, web, VR and console. Built and scaled production systems, PMO processes, estimation standards, delivery pipelines and AI-automation tools.Worked on products with 20M+ mobile installs, 1M+ PC copies sold, and worked with titles exceeding $900M in revenue.Experience spans LiveOps game design, product analytics, monetization, pre-production RnD, feature ownership, hiring, budgeting and cross-functional team leadership.
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Armenia
Computer Games
Data Analytics, Cross-Depart Collaboration, Production Operations, Cross-Departmental Collaboration, Budget Management, Leading of Producers, Business Growth, Corporate Operations, Strategy Planning, Business Process Optimization, Product Lifecycle Management, Game Producer, Python (Programming Language), Technical Documentation, LiveOps, Adjust (game metrics tool), Perforce (UE hub-tool), Bitbucket, Notion, Cohort Analysis tools
Experience

Lead Game Producer
Was promoted due to proven delivery results in Game Producing ▸ Unified all studio producers and GDs into one delivery pipeline ▸ Mentored Game designers and PMs and created career-track roadmaps ▸ Reduced late scope changes from 37% to 11% via stronger discovery pipeline (pre-prod) ▸ Reduced delivery time by ~60% by rebuilding production flows with AI

Game Producer (hybrid-casual & midcore)
▸ Personally delivered 4 games and gamifications to release as Game producer ▸ As Game Producer implemented advanced PMO tools and SLA ▸ Provided estimations (scope and budget plans) for new B2B projects ▸ Launched ClickUp automation tools which optimized budgets and team speed

Game producer | LiveOps manager
Outsider games (Ubisoft, Planetarium Labs)
Project “Nine Chronicles”: https://nine-chronicles.com ▸ Increased DAU by +12% with just one LiveOps update thanks to meta-features rework ▸ As Game Producer led both Marketing and Production teams (over 40 specialists) ▸ Released product as GameFI firstly, then prepared the client to go to Steam (non-GameFI) ▸ During LiveOps scaling, designed game systems which made +52% LTV increase ($3.17 to $4.82)

Game Producer | Game design auditor
Outsider games (Ubisoft, Planetarium Labs)
Project “Calaca”: https://x.com/Calacaworld ▸ Working with parallel client, product Calaca, I owned Product Vision and MVP-scope ▸ Working closely with Game design team, bridged 2 tracks - Gameplay and Web3 utility ▸ Helped the client raise pre-seed round with business-analysis sessions and pitch-audits ▸ As Game design auditor, reduced MVP risks with cleaner functional specifications in GDD

Game Producer | Core Game designer
Project “CyberCity”: https://docs.cybercity.game/ ▸ Defined core and meta-features, product strategy, and owned MVP roadmap and GDD ▸ Built the team from scratch up to 24 specialists and managed it through production ▸ Expanded contract value from $600K to $670K through upsell pitched to client by me ▸ Designed personally a 3-part combat model mixing tactics, auto-battle and cards

Project manager | Game design auditor
Project “Thunder Lands”: https://gamefi.org/games/thunder-lands?tab=about ▸ Due to fast team scaling to 74 specialists, was called as Product & Design auditor ▸ Sped-up cross-team blockers resolving time by 14% via PM-led coordination ▸ Helped hire and approve Project managers, Game designers and UX-designers ▸ Implemented crisis-management planning, helped resolve current bottlenecks and issues

Project manager | Lead Game designer
Project “Falling Frontier”: https://store.steampowered.com/app/1280190/Falling_Frontier ▸ Created system design frameworks of such a complex space strategy (RTS) game ▸ As PM built QA-team and acceptance standards aligned with speed, budgets and quality ▸ Led 3 game designers and aligned in-build realisation to product vision ▸ Implemented Stakeholder dashboards to ensure transparent reporting to our publisher

Project manager | Producer assistant
Project “Shadow Knight”: https://play.google.com/store/apps/details?id=com.fansipan.stickman.fight.shadow.knights&hl ▸ With Game producer made competitor analysis, feature-heatmaps and data-dashboards ▸ Built team performance dashboards from scratch to improve retrospectives clarity ▸ During the working period, improved feature delivery rate with stronger PM workflows ▸ Supported production ops with clearer goals & cross-department communications

Lead Meta Game designer
Project “Summoners Era”: https://play.google.com/store/apps/details?id=com.fansipan.summoners.era.idle&hl ▸ In LiveOps operations, synced Analytics team and Production team, defined prioritization ▸ Designed Meta-features and Seasonal events for the game, curated its development ▸ Performed metrics & funnels analytics to gather key insights for systems improvement ▸ During working period, increased RR1 to 28% (from 22%), RR30 to 2.4% (from 1.7%)

Senior System Game Designer
Project “Darkfire Heroes”: https://www.rovio.com/articles/darkfire-heroes-releases-worldwide-today-on-ios-and-android ▸ Created from scratch system design for 50+ heroes and decomposed it to detailed GDDs ▸ Built RPG progression flows, balance sheets, and defined economic and monetization ▸ Worked in Unity with scenes and prefabs, fine-tuning configs and balance ▸ Performed as feature-owner of Arena feature, leading art and dev teams in work

Technical Game designer
Project “Masters of Anima”: https://store.steampowered.com/app/606890/Masters_of_Anima ▸ Led game balance iterations using gameplay data, funnel analytics and player feedback ▸ Prioritized feature-development and involved in shaping production roadmap ▸ Worked closely with devs on in-engine feature implementation ▸ Ran QA and profiler checks to improve stability before iterative patch releases

Technical Game designer
Project “Space Run Galaxy”: https://store.steampowered.com/app/355800/Space_Run_Galaxy ▸ Joined mid-production and was assigned to rebuilt User Flows and UX of each screen ▸ Improved GD pipelines on the product with my templates of technical documentation ▸ With technical director I led end-to-end feature ownership based on documentation ▸ Here I combined GD, QA and in-engine scenes execution in one Game design role

Technical game designer
Project “Aragami”: https://store.steampowered.com/app/280160/Aragami ▸ Built Unity prototypes even for complex features to ensure Product Vision alignment ▸ Created and owned Asset-list as specifications base for art, audio and marketing content ▸ Using Figma, created UX wireframes to increase tasks clarity for UI designers ▸ Fine-tuned stealth and level design, cooperating both with art and narrative teams
Dmitry Foxcride's Contact Information
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