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James Deakin
Games Producer

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About Me

My name is James Deakin. I'm a 3rd 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 experiences they can be used to convey, but didn't think of making them my career until my twenties.

Since I started studying them and working within the industry I've discovered a passion for the field of production and have been continuously learning in order to nurture it.

During my studies and internship 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

Lego Batman: LOTDK

Production Intern

After my second year at university, I secured a placement at TT games as a production intern working on the recently announced 'Lego Batman: Legacy of the Dark Knight'. Whilst my main responsibility was acting as co-producer for one of the games feature teams, I also experienced secondments with the producers of the in-game animation, cutscenes, external publishing and QA departments. This gave me a broad overview of the many flavours of production found within AAA studios.

The Grimwood Hex

Producer

The Grimwood Hex was a project started with seven other students soon after the end of my internship at TT. As the sole producer, my goal was to take as many learnings as I could from my time in triple A and attempt to translate them into an Indie game production. The game is still under active development and we aim to hit our initial goal of having a representative playable demo available on steam by April 29th.

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 succesors, 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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