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James Deakin
Games Producer

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About Me

My name is James Deakin. I'm a 2nd year Student games producer, currently studying at the University of Portsmouth. Having grown up with video games from a young age I've always held a reverence for them and the stories they can be used to tell but didn't think of making them my career until my twenties.

Since I started studying them I've discovered a passion for this field and a talent for leadership roles.

During my studies I've acted as producer for several teams on projects of various scope, using agile methodology and interpersonal skills to foster productive and healthy development teams.

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MY PORTFOLIO

Don't Turn

Producer & Sound Designer

Don't turn was my first long term project with the university that required us to develop a game based on a brief from a mock publisher. It was developed over the course of 5 months with a team of 9 other students. This project taught me the values of setting managable milestones and building strong rapport within a team, whilst also being my first foray into audio middleware and sound design. It was presented at the Portsmouth Graduate showcase and at EGX London.

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Project Tavern

Producer, Sound Designer & Writer

After the conclusion of the Don't turn gamejam, I decided to scout and put together a team of talented student devs to tackle a year long project. The final goal of which would be to make an indie game which we could release on steam.

Whilst ongoing, this has given me experience with long term planning, and allowed me to develop a awareness of the importance of marketing strategies within the games industry.

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Calvin The Clown

Producer & Sound Designer

A small 5 day project for the global gamejam which was undertaken with myself and a group of 3 others. This project, whilst smaller than it's predecessors, helped me to develop the more base aspects of leadership and project management. I working closely with the team to brainstorm a well scoped idea, and kept a well organised, but flexible schedule. This in turn allowed us to output a well polished, finished product in a very short period of time, all without the need for crunch.

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