Project Manager · Software & Game Development

Jason MacNeil

Projects · Production · People

Results-driven PM with 15+ years across software and video game development. Currently steering enterprise VR software at Transfr VR — where a background spanning 3D art, QA, and game design uniquely bridges creative, engineering, and operations teams.

Jason MacNeil
15+
Years in Industry
10+
Shipped Titles
100+
VR Simulations Delivered
3
Disciplines Mastered

What Sets Me Apart

🎯

Trench-Tested Leadership

My career arc — from 3D artist and QA tester, through game designer, into production and project management — means I've worked alongside every discipline I now lead. I speak engineer, artist, and designer fluently, which dramatically reduces delivery friction.

🤖

AI-Forward Operations

Researched and pioneered AI tool adoption (Claude, ChatGPT, Gemini, Tripo AI) into production workflows — automating processes and establishing best practices that measurably improved team efficiency before most teams were even exploring it.

🔗

The Communication Bridge

Whether scoping a complex feature, de-risking a milestone, or translating a business ask into actionable sprint work — I bring both the strategic view and the technical empathy to get it done. Stakeholders and engineers both trust me.

Career

Professional Experience

Project Manager 2025 – Present
Transfr VR · Enterprise VR Workforce Training Platform
  • Lead cross-functional delivery of enterprise VR software, coordinating engineering, content, and client success teams
  • Own project timelines, milestone tracking, and resource allocation across multiple concurrent product tracks
  • Drive executive-level stakeholder alignment through structured sprint reviews, status reports, and escalation management
  • Researched and pioneered AI tool adoption into project and production workflows, automating processes and establishing best practices that measurably improved team efficiency
  • Proactively identify and mitigate delivery risks, maintaining schedule integrity and scope control
  • Serve as primary communication bridge between technical teams and business stakeholders
Production Manager 2022 – 2025
Transfr VR · Enterprise VR Workforce Training Platform
  • Managed end-to-end production of VR simulation modules across a distributed, cross-disciplinary team
  • Implemented and refined Agile workflows, measurably improving sprint predictability and on-time delivery rates
  • Coordinated QA, engineering, and 3D art departments to maintain quality standards throughout release cycles
  • Built and maintained project tracking systems, documentation standards, and weekly reporting cadences
  • Led early exploration and adoption of AI tools into production pipelines, reducing manual overhead across content and QA workflows
  • Managed external vendor relationships and contractor onboarding for content production initiatives
Game Designer & Combat Designer ~2016 – 2022
Little Orbit & Partner Studios · Licensed Game Development
  • Designed mechanics, level layouts, and player encounters for titles including Pac-Man and the Ghostly Adventures 2 and Adventure Time: Finn & Jake Investigations
  • Authored detailed game design documents, combat system blueprints, and encounter specifications for Kung Fu Panda
  • Collaborated with engineering and art leads to scope, prototype, and iterate on features within production timelines
  • Participated in full QA test cycles; performed defect triage and design-level root cause analysis
3D Environment Artist & QA Tester ~2008 – 2016
Vicious Cycle Software & Others · AAA/AA Game Development & Architectural Visualization
  • Built production-ready 3D environments for multiple shipped titles under strict performance and visual quality standards
  • Adhered to established art pipelines including polygon budgets, texture atlases, and engine constraints
  • Delivered architectural visualization and tradeshow exhibit renders for commercial clients including Hargrove Inc. and Rental Exhibit Depot
  • Executed QA test cases, documented defects, and tracked regression issues through internal bug tracking systems
  • Developed working knowledge of C# to effectively communicate requirements and constraints with programming teams
Capabilities

Skills & Tools

A broad technical fluency built from 15+ years working across every discipline in game and software development.

Management
Agile & Scrum Sprint Planning Backlog Management Stakeholder Reporting Risk Assessment Resource Allocation Budget Oversight Vendor Management Cross-Team Leadership
Project Tools
Jira Confluence Monday.com Float Notion Slack Google Suite Excel
AI Tools
Claude ChatGPT Gemini Tripo AI Modddif
Dev Fluency
Game Dev Lifecycle VR / XR Development Software QA & Testing 3D Production Pipelines Technical Documentation C# (Hobbyist)
3D & Creative
Unity Unreal Engine 3DS Max Blender Substance Painter V-Ray ZBrush Affinity Suite Git Perforce
Industry
Enterprise Software Video Game Production Workforce Tech (VR) Architectural Viz Tradeshow Design

Shipped Titles

A selection of games and platforms I've contributed to across my career as artist, designer, and production lead.

Transfr VR Catalog
Production / Project Management · 100+ Simulations
Pac-Man & the Ghostly Adventures 2
Game Designer
Adventure Time: Finn & Jake Investigations
Game Designer
Kung Fu Panda
Combat Designer
Marvel Ultimate Alliance 2
3D Environment Artist
Ben 10: Omniverse
3D Environment Artist
Guitar Hero: Warriors of Rock
3D Environment Artist
Turbo (DreamWorks)
3D Environment Artist
Meta Quest / Oculus VR PC / Windows PlayStation 3 & 4 Xbox 360 & One Nintendo Wii / DS

Get In Touch

Currently based in Athens, NY. Open to new opportunities in project management, production leadership, and enterprise software delivery — especially where games, VR, or emerging tech intersect.

I'm always happy to talk shop about production processes, AI tooling, or game development.

A.S. Computer Animation

Full Sail University · Class of 2005