Shane Breedveld

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Currently · Associate Producer, Live Production · Massive Entertainment

I bring hands-on experience to game production.

I’m a game producer with six years of experience, including four in AAA game production at Massive Entertainment. My work spans feature production, live updates and team development, from Star Wars Outlaws to The Division 2.

6 Years in production
4 Featured projects
40 Production team size

Case studies

Selected production work
★ Current role
Live PC / PS / Xbox

The Division 2

Grew the Character Art & Vanity team, developed its leads and managed parallel tracks for live seasonal content and DLC production.

AAA production Live game External collaborations DLC production
Shipped PC / PS5 / Xbox

Star Wars Outlaws: A Pirate's Fortune

DLC & post-launch support

Owned production for a substantial share of gameplay features across live updates and A Pirate’s Fortune, coordinating parallel delivery with a Features Team of around 30 people.

AAA production DLC production Post-launch
Shipped PC / PS5 / Xbox

Star Wars Outlaws

Main game launch

Owned production for several teams within a ~30-person Features Team, established pipelines and coordinated a progression-system redesign for the August 2024 launch.

AAA production Launch delivery
Student project PC / Steam

Alien Removal Division

Final-year student project shipped in 32 weeks with a 25-person team. 100k+ downloads, 88% positive, BAFTA Student shortlist, Rookies 2022 finalist. Established sprint planning and adapted a personal risk log for the team during my production studies.

Risk & process Student production

My approach to production

Principles · Skills · Toolkit

My approach starts with understanding the work, the people doing it and the time available. These four principles show how I turn that understanding into a plan, with examples from the projects I’ve worked on.

PlanningMatch scope and capacity to the release window.
CoordinationReview connected work together.
RiskMake risks and options visible early.
CultureGive people clear ownership and support.
Read how I work
Production
AAA Game Production Live Production & DLC Scope Management Budget & Cost Modeling Staffing & Team Structuring Risk Management Outsourcing Management Release & certification planning
Toolkit
Jira Perforce Confluence Miro Steamworks Excel PowerPoint Unreal Engine
Process & principles

My approach to production

Working with teams of thirty to forty people has taught me to build plans around the work and the people doing it. I bring teams together to understand dependencies, make delivery risks visible and agree on priorities with the player experience in mind.

Core principles

Planning

Match scope and capacity to the release window

I work with teams to understand what the scope needs in time and people, including room for iteration. That gives us a basis for deciding what fits the release window and where the plan needs to change.

In practice/The Division 2

Used asset costs and production estimates to plan scope, staffing and outsourcing together.

Coordination

Review connected work together

When work crosses disciplines, I bring the people building it and the teams depending on it into the same reviews. Shared plans and clear review stages help us identify conflicts and agree on what needs to happen next.

In practice/Star Wars Outlaws

Brought three system teams into one redesign cycle with a single dependency map across design, animation, and programming.

Risk

Make risks and options visible early

I make the delivery impact of new scope and feedback visible early, then work with stakeholders on options such as scope changes, staffing or sequencing.

In practice/Alien Removal Division

Turned a personal risk log into a team-wide tool with owners and status visible to everyone.

Culture

Give people clear ownership and support

I work with leads to make responsibilities clear and support them as they grow into their roles. I want people to understand how their work fits the wider plan and feel able to raise concerns or suggest improvements.

In practice/The Division 2

Set up a lead structure so every area had a clear owner, with a producer reporting to me to own sprint and short-term execution.

What I bring

Production · Software · Crafts
Production
  • AAA Game Production
  • Live Production & DLC
  • Scope Management
  • Budget & Cost Modeling
  • Staffing
  • Team Structuring & Management
  • Mentoring & Direct Reports
  • Risk Management
  • Cross-discipline Coordination
  • Outsourcing Management
  • External Collaborations
  • Release & certification planning
  • Agile & Sprint Planning
Software
  • JiraSprint planning, task pipelines, cross-team backlog visibility.
  • PerforceVersion control and asset/branch management.
  • ConfluenceProcess pages, decisions, sign-off records.
  • MiroWorkshops, roadmapping, visual planning.
  • ExcelCost models, schedules, tracking sheets.
  • PowerPointStakeholder decks and milestone reviews.
  • SteamworksStore pages and builds.
  • Unreal EngineReviewing work in-editor and understanding build cost.
Understanding of the crafts

My design background and experience in the editor help me understand dependencies and discuss quality with developers. I bring that perspective into reviews and planning, working with specialists to refine estimates and agree on a realistic way to meet stakeholder expectations.

  • Art pipeline, concept to integration
  • Rigging & animation
  • Game & systems design
  • Economy & monetization design
  • Level design
Open to · Game production roles

About me

I’m a game producer with six years of experience, including four at Massive Entertainment. I currently lead production for The Division 2’s Character Art and Vanity team across live seasonal content and DLC. I have experience in managing leads and being a mentor within production.

Education BSc Creative Media & Game Technologies Production specialization
Languages Dutch · English · Swedish
MALMÖ · SE Shane Breedveld

Background

From Level Designer to Producer

My interest in making games began with maps for Warcraft III, Halo and Far Cry. When I started studying at Breda University of Applied Sciences, production felt like a natural way to combine that interest with organising people and projects. I went on to produce several student projects, including Alien Removal Division, where I also provided creative direction, ran playtests and contributed lighting and polish work.

During my studies, I founded Urcham Entertainment, an indie company, to gain experience of building a team and taking a project to a tech demo. As we worked towards the demo, I set the creative direction and managed scope within a tight budget. We delivered it, and I later closed the company to focus on my degree.

I brought that hands-on background with me to Massive, working on Star Wars Outlaws through feature production, launch, live updates and A Pirate’s Fortune. My level-design experience helped me understand dependencies and establish and improve production pipelines with the teams. On The Division 2, my responsibilities have grown to include building the team, developing leads and connecting scope with cost and capacity.

Warcraft III: Reign of Chaos artwork featuring the original orc portrait
Warcraft III: Reign of Chaos · Artwork © Blizzard Entertainment

What matters to me

My hands-on experience has given me an eye for quality and a foundation in the disciplines I work with. That helps me ask informed questions, understand dependencies and recognise where planning needs input from the people doing the work.

I give my teams clear priorities, plan time for player and director feedback, and support people as their responsibilities grow. My aim is to help us ship the best game we can while giving the team room to thrive.

Open to opportunities

Let's talk production

If you’re looking for a producer with hands-on game development experience, let’s talk!

Case study 04 · Student project, BUas · PC / Steam · Shipped

Alien Removal Division

Establishing production processes for a final-year student game, from concept to release.

InstitutionBreda University of Applied Sciences
EngineUnreal Engine 4
RoleProducer
Team size25 team members + 5 outsourced art specialists
Project duration32 weeks
StatusShipped 2022
Reception100k+ downloads · 88% positive on Steam
My contribution
Planning & tracking

Established sprint planning and asset tracking, and adapted a personal risk log for team-wide use.

Production support

Coordinated audio outsourcing and supported the team through its Steam release.

Hands-on development

Provided creative direction, ran playtests and contributed lighting and polish work alongside producing.

The situation

Alien Removal Division is a first-person shooter set in a 1950s military research facility overrun by aliens. We built it as a final-year student project with 25 team members and five outsourced art specialists: two rigging artists, two concept artists and one technical artist. We had 32 weeks to take the game from concept to release.

The challenge

We needed a shared production process to keep scope within team capacity. Animation, level design and art were working from different assumptions about priorities and completion. I needed to make that misalignment and its delivery risks visible early.

Process I built for the team
Asset tracking

Prioritized assets and documented what each needed to deliver.

Risk management

Scaled from a personal tool to a team-wide system for scope and cross-disciplinary risk.

Retrospectives

Weekly "what went well / what could improve" tracking, feeding process changes back in.

Sprint planning

To turn those different assumptions into a shared weekly plan, I ran sprint planning and retrospectives. Comparing planned scope with the team’s delivery rate helped us understand what we could take on, while the retrospectives gave us a regular opportunity to adjust the process.

Risk management and asset tracking

Alongside the weekly plan, we needed a way to discuss scope growth and conflicts across disciplines. I adapted my personal risk log for the team, giving each risk an owner and status as well as a category, impact and probability. This made it clear what needed attention and who was responsible for addressing it.

I also maintained prioritised asset lists with clear descriptions, so those discussions were grounded in a shared understanding of what each asset needed to deliver.

Playtesting and hands-on support

Alongside production, I provided creative direction, ran playtests and contributed lighting and polish work. The playtests gave us feedback to inform design decisions.

The outcome

The team shipped the game on Steam on schedule after 32 weeks. The game went on to pass 100,000 downloads. Steam lists 88% positive reviews across more than 1,000 user reviews. The game’s Steam page also lists a BAFTA Student Awards shortlist and a finalist placement at The Rookies 2022.

What I took forward

I learned that a shared plan needs to translate into work the team can act on week by week. That means breaking tasks down enough to see progress, keeping actionable work in the backlog between milestones and involving every discipline early so the plan reflects the work needed.

Case study 03 · Main game launch · PC / PS5 / Xbox Series X|S · Shipped

Star Wars Outlaws

Taking feature teams from production assessments and pipeline development through cross-team redesign and the August 2024 launch.

StudioMassive Entertainment / Ubisoft
RoleProject Manager, Features Team
Features Team size~30 · design, animation, programming
Case-study period2022–August 2024 launch
StatusShipped 2024

My contribution

Production ownership

Owned production for several teams within Features, including reusable gameplay elements for level design (Level Design Ingredients).

Pipelines & planning

Assessed delivery readiness and built production pipelines, some later reused on other studio productions.

Reviews & delivery

Coordinated reviews with leads, the Game Director and dependent teams, then helped manage redesign scope through launch.

Joining the Features Team

I joined Massive Entertainment’s Features Team with independent and student game-development experience, including a background in level design. My first assignments were to assess whether Domains of Mastery and other features were on track for release. Domains of Mastery is a progression system where missions and story characters open up challenges that unlock or strengthen abilities.

From there, I took production ownership of several feature teams with dependencies across World, Animation, Art and other disciplines. A key part of my work was Level Design Ingredients: the reusable gameplay elements that level designers use to build the world’s encounters and interactions.

Building the pipeline with the teams

Those assessments exposed gaps in the processes teams needed to deliver their features. My level-design background helped me understand the dependencies behind the work, while sprint planning and retrospectives gave us a way to organise delivery and review where the process needed to improve.

For Level Design Ingredients, that meant working with leads, producers and directors to build a shared pipeline from proposed designs through prototypes to final feature delivery. The pipeline gave teams visibility of upcoming work, brought in their input and aligned delivery of the assets and technology each feature needed.

Reviewing features across teams

I worked closely with the Lead Game Designer, Lead Systems Designer and Game Director to review features as they reached new stages of development. I also brought in teams that depended on those features to review and test the work.

These shared reviews kept planning connected to the work taking shape in the game.

The progression systems

Faction Reputation

Connects player choices with syndicate relationships, opportunities and rewards.

Domains of Mastery / Experts

Missions and story characters open up challenges that unlock or strengthen abilities.

Gear

Item effects and set bonuses let players develop Kay’s strengths around different playstyles.

The late-production challenge and redesign

Later in production, Faction Reputation, Domains of Mastery and Gear needed to work as a connected progression experience. They had been developed separately, so bringing them together required a shared redesign against a fixed launch date while protecting the rest of the Features Team’s roadmap.

I brought the three system teams into one redesign cycle, using a dependency map across design, animation and programming. For each proposal, we considered both how it would connect the systems and what other work it would delay or displace.

I sequenced implementation around design readiness and raised scope trade-offs with directors when the remaining work exceeded the time available. The aim was to agree decisions early enough for teams to act on them while protecting the launch schedule.

How the redesign cycle ran

Review

Cross-team reviews with leads and directors identified conflicts and opportunities between the systems.

Redesign

A shared dependency map connected decisions to the work required across disciplines.

Cut & lock

Scope decisions were agreed against the release window, then implementation was sequenced around dependencies.

The outcome

The redesigned progression systems shipped with Star Wars Outlaws in August 2024 on PC, PS5 and Xbox Series X|S, meeting the launch schedule.

My responsibilities grew through the closing stages of the game and continued into live updates and A Pirate’s Fortune, where I owned production for a substantial share of gameplay features.

What I took forward

This project reinforced the value of reviewing connected systems together, alongside the teams that depend on them. I would bring those reviews forward, before implementation makes changes more costly.

It also shaped how I approach pipelines: build them with the people who use them, make them reusable and keep improving them as production needs change. Some of the pipelines I established continued into other studio productions.

Case study 02 · DLC & post-launch · PC / PS5 / Xbox Series X|S · Shipped

Star Wars Outlaws: A Pirate's Fortune

Coordinating gameplay feature production across live updates and A Pirate’s Fortune with a Features Team of around 30 people.

StudioMassive Entertainment / Ubisoft
RoleProject Manager, Features Team
Team size~30 people
Case-study periodAug 2024 → 2025
StatusDLC shipped 2025
My contribution
Gameplay production

Owned production for a substantial share of gameplay features across live updates and the DLC.

Cross-team delivery

Established feature strike teams and coordinated World, NPC, Features and Systems work.

Mentoring

Supported and mentored a junior producer during the latter half of the post-launch year.

The situation

After Star Wars Outlaws launched, we had improvements that had not fitted into the original production timeline. In parallel, we were producing features for the second expansion, A Pirate’s Fortune.

The wider project had staffed down as developers and producers moved on, while the Features Team remained around 30 people.

The challenge

The remaining teams had to absorb broader responsibilities while balancing live updates with expansion work.

Live updates were essential to the ongoing player experience, while the expansion needed to deliver new features and content. Both required focused development time and coordinated planning to meet their release commitments.

Live support

To organise the live improvements around the staff available, I established feature strike teams. Together with directors and gameplay leads, I used our own findings and player feedback to agree on priorities, then planned the work from prototype through to polish.

Two key improvements were free-firing from the speeder and extended pickup-weapon functionality. Both shipped as part of the live update work.

Delivery highlights
Title updates

Speeder free-fire, extended pickup-weapon support, and rounds of NPC, player, and save/load fixes.

A Pirate’s Fortune

DLC features spanning World, NPC, Features and Systems.

Schedule management

A system requiring additional feedback and redesign shipped on its intended date.

The expansion

I carried most of the feature teams from the main game onto the second DLC and coordinated their work across World, NPC, Features and Systems production.

The work included new mission set-pieces, reusable level design elements, progression systems and support for a new faction, alongside additions to existing systems.

Managing additional feedback cycles

One new system needed more rounds of feedback and redesign than we had planned. Each round put more pressure on the remaining schedule, while the intended release date stayed fixed.

I prioritised feedback by urgency and impact, then organised daily tests and reviews with the relevant directors and leads as key improvements came in. By reviewing changes as they landed, we could focus on the feedback that mattered most before moving into polish and bug fixing, helping us ship the system on its intended date.

The outcome

Multiple title updates shipped through the post-launch year, and A Pirate’s Fortune was released. The team delivered live gameplay improvements and new DLC features while working across both production tracks.

What I took forward

I learned to allow more time for feedback and redesign on features likely to change as they develop. We met the intended release date, but the additional rounds put pressure on the schedule. Planning for those cycles and giving directors earlier visibility of key features and connected systems would create more room to act on feedback and improve the final quality.

Case study 01 · PC / PS / Xbox · Live

The Division 2

Scaling Character Art and Vanity while managing parallel tracks for live seasonal content and DLC production.

StudioMassive Entertainment / Ubisoft
RoleAssociate Producer, Character Art & Vanity
Team size40 people
Cadence4 releases/season, every 3–4 weeks
StatusCurrent · Live
My contribution
Scope & delivery

Own scope, staffing and budget planning for character art and cosmetic content across live seasonal releases and DLC.

Planning & capacity

Introduced Jira, sprint planning and a cost-per-asset model to connect production time, financial cost and delivery capacity.

People management

Manage 8 people, including a more junior producer. Develop leads and delegate short-term production execution.

The situation

I joined The Division 2 in Year 7. My brief was to grow the Character Art and Vanity team and establish the production structure needed to support both seasonal releases and DLC.

The team produces character art, vanity and other cosmetic content across two tracks: live seasonal releases, including smaller updates and external collaborations, and the DLC Echoes of Central Park.

What the team delivers
Store & cosmetics

Seasonal vanity, rewards, and monetization content for every release, a key contributor to the game's live revenue.

Gameplay art

NPC and boss visuals for mission and live content across seasons.

Collaborations & DLC

External partner collaborations and character art for Echoes of Central Park.

The challenge

The team handled everything from cinematic assets to small cosmetics, with different lead times and levels of urgency. There was no shared view of upcoming work or when it needed to start.

Scope was accepted based on technical feasibility, rather than whether it was realistic to deliver within the available time. That made the next season difficult to commit to confidently. Our audience brought years of expectations and requests for improvements, so lowering the quality bar to meet the release cadence was not an option.

Production structure and lead development

To give the team a shared view of the work, I established a backlog in Jira and introduced sprint planning, with leads responsible for each area’s work and day-to-day team management. I trained the leads in planning and team support, and helped several team members develop into lead roles.

I brought in an additional producer to own sprint and short-term execution. Delegating that work gave me room to focus on seasonal and annual planning, staffing and budget decisions, while continuing to support the leads.

Scope, cost and capacity planning

The backlog showed what was coming, but we also needed to understand what it would take to deliver. I built a cost-per-asset model that connected production time with financial cost. Together with estimates from the leads, it gave us a clearer view of the full scope and the capacity it required.

This exposed gaps between planned work and available capacity. I used the model to decide how to cover those gaps through staffing, outsourcing and team structure, keeping directors informed of the time and budget implications and securing their buy-in for higher-level decisions.

The model also informed a stakeholder-approved overhaul of seasonal content planning. I continue to use it to distribute assets across seasons and adjust scope and scheduling within the available budget and capacity, while protecting the quality players expect.

Sprint planning and pipeline improvements

It took several cycles over a few months for the team to use sprints consistently. As estimates became more reliable, we could forecast delivery dates and identify pipeline bottlenecks.

We reassessed those pipelines, removed dependencies and redistributed seasonal asset work across the art departments to match available capacity.

Stakeholder reviews and release approvals

I report to business, creative and production directors on deliveries, asset costs and changes to seasonal plans. Weekly reviews with creative, business and narrative stakeholders cover key assets and concept approvals before production.

Seasonal monetization content also goes through first-party submission. I plan releases around certification windows and the approvals each update needs.

Outsourcing and external partner management

A sizeable share of the work is produced with external partners. I own briefing, scope and budget validation, and creative reviews and approvals, with partner teams reporting weekly. As capacity needs grew, I assessed additional partners and brought several experts onto the team.

The outcome

  • The team delivered the 2026 anniversary content and subsequent seasonal releases alongside continued DLC production.
  • A shared backlog, clearer estimates and a cost-per-asset model now support seasonal and annual planning.
  • Team growth and expanded outsourcing increased capacity to cover planned work.

The team delivered technical additions that expanded player customization. Over this period, the game also saw increased daily active users and month-over-month financial growth. These commercial and engagement results reflect the work of many teams.

What I took forward

This project reinforced the value of looking at scope, production time, cost and staffing together. I used that shared view to make staffing decisions, select outsourcing partners and structure the team, while keeping directors informed and securing their buy-in for higher-level decisions. This helped build the capacity needed to deliver content that supports live revenue while meeting the quality players expect.

I also gained practical experience in building up a team: establishing a lead structure, supporting people as they stepped into lead roles and creating shared ownership of delivery. Successfully putting that structure into practice was an important part of my growth as a producer.