
Terrifying Tales: Watcher's Point
Project Info
Role(s): Game Producer, QA Lead, Sound Designer
Team Size: 9
Timeline: Sept 2024 - Present
Engine: Unreal Engine 5 (C++)
Tags: 3D, Atmospheric, Cinematic, Dark, Exploration, Horror
Updated: Mar, 2026
I volunteer part-time, leading a team of recent graduates and junior developers to create a narrative-driven horror game. We started working together in September 2024 with the goal of creating something that went beyond a traditional student project and felt more like a professional release.
In December 2024, we officially became Burning Cinder Games, committing to the project as a long-term collaboration rather than a short-term experiment. Seven months later, in July 2025, we launched the Steam page for Terrifying Tales: Watcher’s Point, with Ben Hendry-Plank, our narrative and cinematic designer, playing a key role in creating the "beauty shots" and trailer, and Carie Ng, our UI artist, responsible for the Steam capsules.
We view Terrifying Tales: Watcher’s Point as the beginning of a planned anthology, with the goal of setting the stage for more stories to come. In addition to my production work, I help with quality assurance and sound design. My goal is to make sure the experience feels polished as we keep improving it and work toward something we can all be proud of.


On this project, I primarily work as a Game Producer, while also supporting the team as QA Lead and Sound Designer. As QA Lead, I established a bug tracking system using spreadsheets and reporting forms, enabling the team to identify, prioritise, and resolve issues more efficiently. On the audio side, I implemented a range of in-game sounds, including character footsteps, ambient audio, and additional effects, helping to bring the game world to life.
My main focus on the project is production, where I:
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Lead twice-weekly team syncs and facilitate core Agile ceremonies, including sprint planning, sprint reviews, and retrospectives.
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Maintain the project’s Jira board, document meeting minutes, and refine sprint tasks and descriptions to ensure clarity, focus, and team alignment.
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Create and maintain key documents, including the roadmap, project charter, product vision, team guidelines, work breakdown structure (WBS), and team working agreement.
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Support recruitment to address development bottlenecks and enhance team productivity.
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Contributed to the Steam release and helped grow Burning Cinder Games by sharing team milestones and raising the studio’s profile on LinkedIn.


Working on this project has taught me a great deal about both leadership and collaborative development. While contributing to an Unreal Engine 5 project has strengthened my technical prowess, the most meaningful growth has come from learning how to support a team effectively.
I’ve learned that effective production involves creating an environment where everyone can excel. By leading meetings, maintaining clear documentation, and managing organisational tasks, I help the team focus on development. Leading this team also provided experience that directly supported my Professional Scrum Master (PSM I) certification.
If I could start over, I’d spend more time at the beginning defining the product vision and getting the main documents ready sooner. That way, the team would have a clear understanding from the outset.
Challenges & Solutions
One key lesson I learned is the importance of team culture. Building trust through regular sharing and open feedback takes time, but it is essential for a growing team. Ensuring everyone feels comfortable sharing ideas is as important as setting sprint goals.
Overall, this experience showed me that production is all about people and constant improvement. I’m proud of what we’ve achieved as a team and look forward to seeing how both the project and the team continue to grow.