Michael Rud -A Developer's Journey.

I am a Game Producer and Senior Game Designer with 20+ years shipping games across AAA studios and my own independent studio. I have taken titles from early concept to commercial release on PC, console, and VR.

On the production side, I managed hiring, studio budgets, and investor relations. I secured publisher deals with Deck13 and Oculus Publishing. I built roadmaps, ran sprints, and kept cross-disciplinary teams of four to seven aligned toward defined milestones.

On the design side, I prototyped combat systems, designed missions and levels, and shaped player progression. I worked hands-on in Unreal Engine 5, including Blueprints.

Most recently, I founded and directed Playwood Project. I led the full development and release of two titles. Wartile shipped on PC, PlayStation, Xbox, Nintendo, and Tilt Five. Successor shipped on PC and Meta Quest VR in 2025.

Before that, I spent more than five years at IO Interactive, starting as an Environment Artist on KANE & LYNCH 2, then as a Game Designer and Design Lead on HITMAN.

Based in
Copenhagen, Denmark
Roles
Producer - Director - Designer
Platforms
PC, XBOX One, PS5, Nintendo, Meta Quest 2-3, Tilt Five AR
Released Titles
4
Engines
Unreal 5, Glacier 2

Curriculum vitae

Download cv

May 2014 - Jan 2026

Playwood Project

Copenhagen, Denmark

Game Producer & Director

on Wartile & Successor

Founder of Playwood Studio with creative and operational leadership of a small 4-7-person team, producing two indie games from concept to commercial release across various platforms.

Operational leadership, managed a cross-disciplinary team of 4–7 developers, oversaw hires, salary and employee contracts, facilitated studio offices, budgets and book-keeping.

Owned milestone tracking, built and maintained production roadmap, and submission schedules across multi-year cycles, balancing scope, risk, and delivery status with team leads.

Ran day-to-day sprints and refined production processes, including moving static documentation from Confluence to Miro for live, system-wide visibility, and adapting standups to lightweight daily check-ins to maintain the team’s creative momentum.

Led the PC-to-VR port of Successor for Meta Quest, restructuring pipeline and workflows mid-production, coordinating optimization for Android-based hardware, and adapting controller input, UI, and audio for VR.

Ensured platform readiness and QA quality across PC (Steam), PlayStation, Xbox, Nintendo, and Meta Quest VR, reviewing builds, leading QA efforts, and store submissions.

Planned and executed marketing, PR, and community efforts for the Steam EA and launch of Wartile & Successor.

Coordinated remote and external partners, co-development studios, outsource vendors, and publishers, managed scheduling, review loops, and quality gates across time zones

Stakeholder relations and reporting, communicating vision, progress, and risk to publishers (Deck13, Oculus Publishing), investors, and conference audiences.

Contributed hands-on to gameplay systems, prototypes, and level design in Unreal Engine 5.

Sep 2010 - Mar 2014

IO Interactive

Copenhagen, Denmark

Senior Game Designer & Lead

on HITMAN 

Managed the game design backlog and supervised a team of 4-5 game designers, aligning priorities, reviewing work, and supporting consistent delivery across milestones.

As Product Owner, designed systems and features for economy & progression covering equipment, gadgets, intel, and upgrades, designed toward a live-service model.

Facilitated comprehensive play-testing with User Research, including on-site sessions with US audiences, and synthesized feedback into actionable design improvements.

Prototyped missions and levels with a strong focus on player agency, systemic gameplay, and replayability, collaborating closely with cross-disciplinary teams.

Sep 2008 - Sep 2010

IO Interactive

Copenhagen, Denmark

Environment Artist

Kane And Lynch 2

Prepared levels for art outsourcing and ensured that assets and layouts were production-ready and met the visual art direction.

Aug 2004 - Mar 2008

Zeitguys

Copenhagen, Denmark

Environment Artist / Lead

Recoil Retrograde (cancelled)

Supervised a team of 3–4 artists, managing workflows, pipelines, and quality standards to ensure consistent output across levels.

Contributed environment art and level design across multiple stages of production, translating the project’s visual direction into cohesive in-game environments.

Education

1998 - 2003

Danish Design School

Copenhagen, Denmark

Graduated with Master's Degree in Digital Design

specializing in Game Design. Received BA in Ceramic and Glass in 2001.

1991 - 1994

Business School HHX

Ballerup, Denmark

Student

Three-year business-focused upper secondary education.

Teaching

2015 - 2023

DADIU

Copenhagen, Denmark

Guest teacher and mentor

Guest teacher and mentor at DADIU (National Academy of Digital Interactive Entertainment).

2019 - 2025

Public Schools

Denmark

Lecture

Delivered guest lectures introducing game development to students (5th–9th grade).

Skills & Tools

A broad set of toolkit, built over the years.

+ Production

Roadmap Planning

Milestone tracking

Risk frameworks

Agile / Scrum

Stakeholder reporting

Leadership & ops

Team building

Hiring & contracts

Vendor management

Publisher relations

Investor communication

Design & creative

Level design

Systems design

Progression design

Prototyping

Playtesting facilitation

Go-to-market

Launch planning

Marketing campaigns

Steam Early Access

PR & speaking

Engines & tools

Unreal Engine 5

Glacier (IOI)

Jira

Hansoft

Perforce

Confluence

Platforms shipped

Steam (PC)

PlayStation

Xbox

Nintendo Switch

Meta Quest VR

Get In Touch

If you have any questions or want to learn more about my services.