Fannie Gunton


Creative Director | Producer | Project Manager

Leading creative design projects to completion that are well-executed, highly functional, aesthetically pleasing, and align with the client's unique needs.

Experienced producer & designer with a strong record of organizing and driving large-scale creative projects. Capable of extracting key high-concept ideas married with easy wins—all within the budget & timeframe, and without ever losing the magic of the big vision. A strong preference for clients & collaborators that approach uncertainty and novel problems with curiosity, enthusiasm, and a great attitude.

Professional Experience

RAD Office Tour

RAD is an office tour showcasing incredible and diverse corporate cultures in Austin, Texas.

Director of Event Production & Operations

2017-present

Joined the RAD Office Tour team to assist with general Operations needs. For the innaugural events, organized and directed the VIP party, and organized the volunteer team for both the opening party as well as the tour itself.

Sanctuary Is Home

Residential Interior Design Studio

Creative Director, Founder

2015-present

Opened an Interior Design studio focused on residential interiors. Initial purpose revolved around translating existing project management skills to much smaller budgets & timelines, and working with a single set of clients at a time for the sake of improving and beautifying their homes. Business was built entirely from scratch, and the singular employee has been responsible for filling the roles of all departments: Design, Business Development, Vendor Relationships, Finance, and Marketing. Design plans for clients are created using CAD, Photoshop, and iCloud suite software. Audience is built and messaged to using written content as well as visual content.

Armature Studio

Selected to bolster the Production team through release of multiple pending products, and to lead a new major IP for the Xbox One from pre-production through all greenlight phases. Supervised multiple teams of engineers, artists, and designers; managed multiple external contractors and outsource groups; managed production budgets.

Sr. Producer — ReCore

2014–2015

Led the production effort on a new IP from early concept through all greenlight phases. Required maintaining budgeting and timeline for a small-budget project, but delivering assets and efforts of increasingly higher fidelity to align with the IP being featured more prominently in the publisher's marketing for their brand & platform.

Producer — Batman: Arkham Origins Blackgate (PS Vita, 3DS), Injustice: Gods Among Us (PS Vita), Batman: Arkham Origins Blackgate Deluxe Edition (Xbox 360, PS3, WiiU, Steam)

2013–2014

Stepped in to manage two projects simultaneously in the final run of their respective development cycles one of which as the sole production member. Subsequently led a team of primarily engineers on a project which was particularly challenging technically, and had a very short release cycle. Throughout, provided long and short-term project planning, daily problem solving for the team, coordinating with publisher and marketing needs, and layout & copywriting of game manuals.

Playdom (division of The Walt Disney Company)

Recruited to extend market life of existing game and lead development of new products. Supervised team of artists and developers; managed production budgets.

Producer — Unreleased Social Game

2012–2013

Served as Scrum Master and Product Owner; provided creative direction; created monetization and virality strategies; analyzed product metrics including life time value and game data.

Implemented corporate best practices to secure retention necessary to predict Beta or Live success; performed data analysis using internal statistical tools and MySQL scripting.

Producer — My Vineyard

2011–2012

Extended product life of live social game to 24+ months in a market where profitability rarely exceeded 6-9 months. Retained existing customers with regular release of updates; revenue increased for 4 months and peaked at $120k+ on an operating cost of $30k; contained expenses by costing staff to other projects when not working on enhancements.

Sony Online Entertainment

Associate Producer — DC Universe Online

2007–2011

Selected as one of six team leaders for 120+ member production team; managed high-priority developers with monthly burn rate of $100k+ and multiple contracts with $100k+ budgets.

Supported transition from Scrum model to traditional project management. Served as certified ScrumMaster for multiple teams including Gameplay, Systems, and Content Tools engineering group; coordinated all load test and playtest information for team, studio, and company-wide game testing from Alpha until Beta.

Associate Producer — Star Wars: Galaxies

2006

Managed live work prioritization requests; coordinated initial series of live publish plans for new model of robust, free content and feature releases. Focused team on creating high-quality, live game releases; led conversion to Scrum project management. Contributed to redefinition of production goal; changed focus from creating content for future sales to delivering the best possible experience for existing customers.

Associate Producer — Frantix Video Game

2005

Drove collaboration between Sony Online Entertainment and Sony Pictures Imageworks to enhance marketability of Frantix Video Game; achieved corporate approval on first round. Coordinated the inclusion of Oscar-winning The ChubbChubbs! Characters in game levels and bonus film feature; negotiated character asset creation from outsourcers at cost lower than original bid; obtained all approvals from Sony Pictures Imageworks.