Subdivision Infinity DX
A stylish space-shooter set amongst the stars, where there’s always a faster ship. Available now on Steam, Playstation 4, Xbox One and Nintendo Switch.

Released on 16th August 2019
Role: Publishing Producer | Tools: Unreal, Google Sheets, Trello, SourceTree | Duration: 4 Months | Team Size: 8
During the development time on Subdivision Infinity DX, the team at Blowfish Studios were responsible for porting the title from mobile to all console platforms, while working with the developer, Mistfly Games, who was responsible for the Steam release. The team working on the title at Blowfish, was remarkably larger, due to the overall unfamiliarity with the Unreal Engine, which resulted in additional research and knowledge sharing by all team members on the project.
Publishing Producer
Working as the Publishing Producer for Subdivision Infinity DX, meant a lot of change, as this was our first Unreal Engine game. While understanding that Unreal was far different to Unity, I had set myself the professional goal of learning as much as possible of the Unreal packaging, submission and release procedures in order to better teach other team members while still ensuring a seamless release across all platforms. While a lofty goal, it was one that we definitely hit and have since establised best practices for all future Unreal titles. My task repsonsibilities on the project were:
Release Management for all platforms - Steam, PS4, Xbox and Nintendo Switch. Managing metadata, pricing, store page live dates and launch day for the game and achieving a successful simultaneous release.
Scheduling and organising with development and QA teams to ensure the title meets all current certification standards to a specific timeline to ensure an on-time release.
Ordered and distributed promotional game codes to the various PR and marketing teams who would be assisting with the promotion of the game.
Research and learn more about the Unreal Submission process, ensuring that each submission was met with confidence that builds would not fail due to previous unfamiliarity with Unreal.
Facilitating conversation between the core development team and the publishing team to mobilise workloads effectively and ensure all relevant certification tasks can be achieved by the most effective teams.
Applying for events such as PAX South, Australia and demoing the game overseas at conventions.





