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in

I ship games and build the teams, tools and companies around them: Bingo Showdown and Bingo Universe at SciPlay, Fallout 76 at Bethesda, Grey Goo and RiME at Six Foot, and three companies of my own. Open for work as a producer, product lead or consultant.

2012

ShadowMaster

SMU Guildhall · 4 developers · Torque 2D

A top-down puzzle game: control a necromancer and his shadow at the same time.

  • I designed the core mechanics and about a third of the levels
  • About 2 hours of puzzles from roughly 1,000 hours of team time

Guildhall yr 1

The Fable of Ursus

SMU Guildhall, first year · now on PC and Xbox One · about 200 hours

A lore quest: help the Silver Hand hunt Ursus, leader of Hircine's Hunters.

  • Three custom levels, a two-route cave and a werebear boss fight

2012–2014

Kraven Manor

Demon Wagon Studios · Founder & GM

Horror where you rearrange a dollhouse model to rebuild the manor around you.

  • Started as my class pitch at SMU Guildhall; the first SMU student IP to sign a publishing contract
  • Won both Intel awards at GDC 2014, including Best Gameplay
  • Shipped on Steam in 2014 with a 400%+ return
  • Millions of views, including PewDiePie and Markiplier

2012–2021

Jammin Ventures

Founder & GM · web, IT and digital marketing

Websites, IT and digital marketing for small businesses around Dallas.

  • Paid clients: two medical practices in Waxahachie, with websites and HIPAA-compliant IT
  • Built Creeta Resources, an oil-price site with forums, then handed it over
  • Pitched local businesses, including a land-clearing company and a furniture restorer

Guildhall yr 2

Kraven Manor in UE4

SMU Guildhall, second year · about 50 hours

A Kraven Manor scene rebuilt from Unreal Engine 3 in Unreal Engine 4.

  • Every prop and texture reimported from the base game
  • New materials built from the original textures

2014

GTA 5 missions

Rockstar Social Club · about 35 hours

Seven missions built in GTA 5's own editor.

  • A deathmatch, two races and four Captures
  • All still playable on Rockstar Social Club

2015

Grey Goo

Six Foot · Petroglyph · RTS · D.I.C.E. nominee

  • All outsourcing for cinematics, animatics, localization and audio, including the SIGGRAPH-selected launch trailer
  • Publisher backend, betas and go-live

2014–2017

Dreadnought

Six Foot · YAGER (Berlin) · free-to-play space combat

  • Developer management in Berlin, with milestone payment reviews
  • Six Foot's first internal dev team, 8 to 15 people in a year
  • Betas through the 2017 PC open beta

2017

RiME

Six Foot · Tequila Works · Metacritic up to 82

  • Publishing support alongside the primary publishing producer
  • D.I.C.E., Golden Joystick and IGN award nominations

2018–2020

Fallout 76: Wild Appalachia

Bethesda Game Studios · Gameplay Producer · launch to Feb 2020

  • Launch stabilization: 6 patches in 3 months
  • Combat feel overhaul and the Public Events overhaul
  • Player Vending, Brewing, The Burrows, Pioneer Scouts, Project Paradise

2020

Fallout 76: Wastelanders

Bethesda Game Studios · Gameplay Producer · Apr – Aug 2020

  • Riding Shotgun, Radiation Rumble and the new dailies
  • A Colossal Problem: a new world boss, the Wendigo Colossus
  • Seasons and the S.C.O.R.E.board

2020–2021

Fallout 76: Daily Ops and One Wasteland

Bethesda Game Studios · Gameplay Producer · Sept 2020 – Apr 2021

  • Daily Ops, the repeatable endgame mode, owned end to end
  • One Wasteland: level scaling so mixed-level teams can play together

2020–2021

Fallout 76: Steel Dawn and Steel Reign

Bethesda Game Studios · Gameplay Producer · Aug 2020 – Jul 2021

  • The Brotherhood of Steel story arc at Fort Atlas
  • C.A.M.P. Shelters, Legendary Crafting and Legendary Power Armor

2021–2025

Bingo Showdown

SciPlay (Light & Wonder) · Lead Producer

  • Top 5 US bingo game by revenue for three straight quarters in 2024 (Sensor Tower)
  • Two monetization reworks: rebuilt analytics, retuned levers and new ones
  • Seasonal events restructured to re-run year over year

A predictive release date, steerable live: add or cut scope or people in front of leadership and watch the date move.

One set of Jira-fed delivery metrics for every team, sprint or kanban.

2021–2025

Production systems

SciPlay · tooling I built for both game teams

  • SAFe, milestone and feature gates, plus an automated weekly GM report

2023–2025

Bingo Universe

SciPlay · Lead Producer · game and UX design

A new kind of bingo: hundreds of puzzle levels instead of a live room.

  • A game-agnostic platform with buy-in from every central team at Light & Wonder, championed by the CTO
  • Game, UX and art design as the game director's number 1, concept to launch in 2025

2026

JobAnvil

Founder · Dallas

"Job hunting sucks. We made it suck less."

  • Searches 3M+ live jobs and grades each one from S to F
  • Drafts a tailored résumé and cover letter for every job
  • Designed and built end to end with agentic AI

Feb 2026

SMU guest lecture

SMU Cox, Caruth Institute for Entrepreneurship · CISB 2379

Identifying Entrepreneurial Opportunities.

  • Design thinking, the Marshmallow Challenge, and why fast followers often win

As Chris transcended the minor break in the forest, he brushed his thumb over the silver ring his mother had left him, the one etched with a swan in flight. The insignia caught what little light filtered through the trees. He told himself not to think about her, not now, not while the woods whispered strange things—but his thumb kept tracing the swan’s soft arc, the symbol of everything pure and whole. His heart was neither. It carried a missing piece that time refused to fill.

Eve, or Evelyn to nearly everyone else, was light made human. Wherever she went, shadows lost their meaning. Her laugh could cleanse despair the way spring rain rinses dust from leaves. But those memories did him no good now. Somewhere beyond Mornia, past the eternal green of the Ascendanian woods and the lonely stretch of plains, lay the city of Vera—his destination. His purpose. His only reason to keep walking.

Ongoing

Writer

An excerpt from the magnum opus novel I've been toying with since I was 16

Open for work

Let's build something.

I'm Ben Roye: game producer, designer and three-time founder in Dallas–Fort Worth.

I've shipped live games at SciPlay (Light & Wonder), Bethesda Game Studios and Six Foot, led teams of 40 to 100+, and built the tools that keep big teams on schedule. I'm looking for producer, product and consulting roles.

Education
MBA, Texas Tech · Master of Interactive Technology, SMU Guildhall · BA, UT Austin · Certified ScrumMaster
Based in
Dallas–Fort Worth, Texas

Send me a message