
Sandy King
@sandyking
Senior Technical Producer with 15+ years in games, spanning production, QA, release management, technical delivery and tooling.
What I'm looking for
I’m a Senior Technical Producer and delivery-focused games professional with over 15 years of experience across AAA, indie, mobile and multi-platform development.
My background spans production, technical delivery, QA leadership, release management and development tooling. I’ve worked closely with engineering, design, art, QA and external partners, helping teams turn complex technical work into clear, achievable plans and reliable deliveries.
I’m particularly interested in the space where production and technology meet. I’ve produced Core Tech and gameplay teams, supported Unreal Engine development, managed cross-studio dependencies, owned Jira and production workflows, and built Python-based reporting and automation to improve visibility around scope, risk and delivery.
Earlier in my career I built and led QA teams, managed external test partners and coordinated releases across PC, console and mobile platforms. That background has given me a strong focus on quality, practical problem solving and making sure teams have the information and processes they need to do good work.
I enjoy working with technically complex teams, improving how work flows through an organisation, and helping people solve delivery problems without adding unnecessary process.
I’m currently looking at Senior Producer, Technical Producer, Delivery and Production leadership roles within games and the wider technology sector.
Experience
Work history, roles, and key accomplishments
Helping bring Powerwash Simulator 2 to launch and beyond.
A focus on creating sustainable processes for a growing team at a remote first studio to support on-going development of Live-operations content across 6 platforms.
Lead Producer for the Core Tech team on an unannounced AAA project, overseeing development of technical pipelines and tooling in Unreal 5 for networking, procedural generation, tech art, and build engineering
Produced gameplay features in partnership with Design and Engineering, working across internal and co-development teams to align delivery with project milestones
Managed stakeholder communi
Led production for Combat features on an unannounced AAA project, working closely with Design, Engineering, and Animation to prototype and iterate on core gameplay systems
Supported feature production on Exoborne, contributing to prototyping of Vehicles, PVP systems, and Extraction modes
Managed the QA department for the London studio, including hiring, training, and embedding QA staff into cros
Built and managed an internal QA team to support a wide-ranging indie publishing portfolio across multiple studios
Organised and oversaw multiple external QA vendors for Functional, Localisation, Compatibility, and Compliance testing
Managed annual QA budgets exceeding £2 million, including forecasting, cost tracking, and vendor contract oversight
Oversaw release management for digital and phys
Led the QA discipline across four studios, managing a team of 25 staff and shaping QA strategy across multiple projects
Worked with the Technical Director to prototype automated performance testing solutions for mobile SKUs and build automation frameworks for future projects
Coordinated multiple external QA vendors for Functional, Localisation, and Compatibility testing across platforms
Served
Acted as the primary QA stakeholder for project delivery, working closely with production to integrate QA into development workflows
Led the modernisation of QA practices, introducing process improvements and tighter alignment with cross-discipline teams
Mentored QA staff and established best practice guidelines across teams and projects
Titles: Fantastic Beasts: Cases, Bounty Stars, HeavenSt
Working on the Xbox One’s Upload and Upload Studio Apps for launch.
Assessing and re-designing iOS game “Oddlight” core UI, creating UI assets and advising UX flow.
Testing two implementations of updates for the “Hakitzu: Code of the Warrior”.
Designing a new game, Working closely with Artists and a Programmer to deliver a iOS / Android game.
Testing iOS game “Commando Jack”
Performed functionality testing for Sega.
Provided specialist support for Mac products at Apple.
Education
Degrees, certifications, and relevant coursework
Brunel University of London
Master of Arts, Digital Games: Theory and Design
2011 - 2012
Master of Arts in Digital Games: Theory and Design from Brunel University of London, completed in 2012.
University of the Arts London
Bachelor of Arts, Graphic Design
2005 - 2008
Grade: 1st
Activities and societies: N/A
Bachelor of Arts in Graphic Design from the University of the Arts London, completed in 2008.
Kingston University
Art Foundation, Art
2004 - 2005
Grade: Merit
Art Foundation Degree as pre-cursor to UAL Graphic Design course
Tech stack
Software and tools used professionally
Availability
Location
Authorized to work in
Website
kingsandy.comSalary expectations
Social media
Job categories
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