Oksana Kubushyna

Lead Producer


Experienced leader in AAA game development space with a proven record of delivering projects on time and on budget while maintaining high team morale and engagement.



  • Collaborative Management
  • Mission/vision strategy
  • Evangelism
  • Hiring/Firing
  • Team Building
  • Team Motivation
  • Mentoring
  • Personal Improvement Plans
  • Change/conflict management


  • Project Management
  • Defining Milestones
  • Defining Scope
  • Technical Schedules
  • Third Party Vendors
  • Outsourcing
  • Publisher-Developer Relations
  • Agile (SCRUM, Kanban)
  • JIRA, Hansoft, MS Project


  • C/C++, C#, LUA, Python
  • MS SQL Server, MySQL
  • MFC, WinForms, .NET
  • PHP/HTML/CSS/Wordpress
  • MS VS, NetBeans, Eclipse
  • Perforce, Git
  • 3-Tier Client-Server Systems
  • PC and XBoX


Lead Producer

Molten Games, Inc

04/2013 – 03/2014

Lead Producer at Molten Games, a start-up AAA studio in San Diego founded by ex-Blizzard, Relic and SOE developers. The studio had to shut down due to lack of funding.

  1. Joined Molten Games at its inception and helped build the studio from ground up
  2. Recruited Production, QA and most of the Engineering staff (total studio size ~60 developers)
  3. Established all studio’s development processes and production infrastructure
  4. Oversaw all aspects of development of “Blunderbuss”, a 3rd person PvP game built on UE4. Vertical Slice (complete with art, platform/persistence, installer/patcher, multiplayer, localized CS/admin tools) was delivered in under 9 months
  5. Mentoring, weekly one-on-ones with the reports, conflict resolution, morale building
  6. Executive pitches to potential publishing partners
  7. Also served as the interim Technical Director for the first few months

  1. Blunderbuss: demo cinematic (in-game video)
  2. Blunderbuss: introducing the characters (in-game video)

Executive Producer / Technical Director

Petroglyph Games, LLC

11/2012 – 04/2013

Within two months our small dedicated team developed a fully functional multi-player demo for Victory - complete with installer, patcher, client security, stable server back-end, beautified UI and fun tactical gameplay. Even though the game failed to secure funding at the time, I am incredibly proud of my team and what we were able to accomplish in such short period of time.

Responsibilities included oversight of all aspects of the Demo development,publisher and investor pitches, Kickstarter campaign for Victory including PR campaign

Technical Director

Petroglyph Games, LLC

10/2011 – 11/2012

Technical Director on the “End of Nations” MMORTS title. Responsibilities included technical direction, architecture, technical milestones, creating schedules, managing tasks and priorities for the team of about 20 engineers; working with other departments to meet project goals, interfacing with the publisher.

Lead Engineer

Petroglyph Games, LLC

02/2009 – 10/2011

Started as a Lead Gameplay Engineer and was later promoted to a Lead Engineer on the “End of Nations” MMORTS title. For this project Petroglyph built a new engine using three-tier client-server architecture.

  1. Input on architecture for all gameplay systems (e.g. monikers, action-condition)
  2. Implementation of a number of gameplay systems (e.g. unit behaviors, aggro)
  3. Overseeing conversion of legacy technologies to new paradigms (e.g. server authority, XML to DB, persistence-authoritative operations, LUA-based GUI)
  4. Creating and/or advocating new intra- and cross-department processes necessary due to the increased project scope (e.g. multiple Perforce branches, documentation process, feature request/delivery process)
  5. Defining technical milestones, creating schedules, managing tasks and priorities for the team of about 20 engineers; working with other departments to meet project goals.

Lead Gameplay Engineer

Petroglyph Games, LLC

06/2008 – 02/2009

Worked as a lead engineer on a small strike team to create a gameplay prototype for a “first of its kind” MMORTS game using Petroglyph’s pre-existing proprietary peer-to-peer engine. Based on the prototype the company went on to sign a contract for the “End of Nation” MMORTS title currently in development.

Game Engineer

Petroglyph Games, LLC

2004 – 2008

Worked on "Star Wars: Empire at War" and "Universe at War" game series. Due to a very small team size got a chance to work on most areas of the engine.

Architected and Implemented:
  1. Achievements and Scoring System
  2. Radar map
  3. Surface effects
  4. Weather system

Worked on Gameplay:
  1. Units (abilities, behaviors, effects, SFX, locomotors)
  2. Effect, Ability, Behavior and Attribute systems
  3. Targeting
  4. Research tree
  5. Internationalization and Localization (IME)
  6. Input (mouse, keyboard, controller)
  7. Save/load code

Worked on Graphics:
  1. Particle system
  2. 3D primitives: terrain threads (shorelines), tracks, decals, shadow blobs, laser kites, laser beams, lightning

Worked on Tools:
  1. Particle Editor
  2. Terrain Editor
  3. Asset Viewer
  4. 3DS Max plug-ins

Research Associate

University of Nevada, Las Vegas

2002 - 2004

NASA Virtual GloveBoX (VGX) Project

  1. Motion detection, object detection, feature extraction algorithms
  2. Parallel image processing (MMX), 3D Modeling (OpenGL, DirectX)
  3. Several published papers


2002 - 2003

DICOM file format, DICOM Medical Image Viewer Implementation


University of Nevada, Las Vegas

M.S. Computer Science, Cum Laude

National Technical University of Ukraine 'Kyiv Polytechnic Institute'

1997 – 2001 Applied Mathematics in Computer Science

* Was unable to finish the degree due to relocation to US

Oksana Kubushyna