Project detail
Armor Games Studios
Built production operations for a small publisher shipping across PC, console, mobile, and VR while coordinating developers, platforms, vendors, marketing, QA, localization, and internal teams.
Selected Armor Releases
Ask Me About
Publisher From Scratch
Armor was moving from a Flash portal into commercial publishing, but the old model had no real production structure: no shared milestones, global release calendar, or clear owner for developer questions.
Result: I helped build the production habits, documents, and workflows that let a small team coordinate a much larger slate.
Platform Relationships
We had to learn how to work with Steam, Apple, Google, Nintendo, Sony, Microsoft, Meta, and others while still shipping games on real deadlines.
Result: Those relationships became part of Armor's publishing value: better timing, better visibility, and fewer surprises during launch.
Developer Support
Several teams needed more than schedule tracking. They needed help with puzzle design, market positioning, scope, store assets, player feedback, or launch readiness.
Result: I could move between production, product, and creative feedback without turning support into micromanagement.
Selected Story
Turning a niche PC game into Armor's first VR release.
Nauticrawl was a strange, tactile puzzle game that always felt like it wanted to be played from inside the machine. Years later, when Meta was investing in VR, I helped secure funding and coordinate a full rebuild as A Rogue Escape rather than treating it as a simple port.
The project gave Armor a low-risk way to learn VR production, kept development work funded, strengthened our Meta relationship, and opened a new category of games for the studio to evaluate.
Sean has a rare ability to take complex ideas and explain them in a clear, patient, and practical way.
Daniel McNeely Founder & CEO, Armor Games