Game Tools as a Service
Asset management systems, content pipelines, developer productivity tools, iteration speed optimization
Project Technical Director - Tools & Pipelines
Technical Director with 8+ years experience in AAA gaming, leading tool and pipeline initiatives for live service MMO development. Expert in building scalable content pipelines, asset management systems, and fostering cross-functional collaboration in remote development environments.
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Professional background and expertise of Adam Hafez, Technical Director at ZeniMax Online Studios with 8+ years of AAA gaming experience.
I'm a Technical Director with over 8 years of experience in AAA gaming, currently leading a remote 20+ person team of engineers at ZeniMax Online Studios. My journey started as a Software Engineer in healthcare IT and evolved into specializing in production pipelines and tooling for Live Service MMO game development.
I focus on building game tools as a service - creating systems that empower diverse teams including animators, designers, artists, and engineers to efficiently develop content for live service games. My expertise spans asset management systems, cross-team collaboration, and solving the unique challenges of 24-hour development cycles across global time zones.
"How smoothly a single developer can push content through your pipelines has a direct correlation with how much content you will be able to release"
"Developing live service games is a marathon - maintaining human connections within and across studios is essential"
Key Principles:
Core competencies and technical expertise areas including game tools development, team leadership, and live service architecture.
Asset management systems, content pipelines, developer productivity tools, iteration speed optimization
Managing 20+ distributed engineers, cross-timezone collaboration, autonomous team enablement
MMO pipelines, continuous content delivery, release management, micro-release cycle optimization
Technical roadmapping, stakeholder collaboration, future-proofing development processes
Leading technical foundation with focus on developer tools, pipelines, and release management. Growing and managing a remote 20+ person team across multiple time zones. Balancing long-term project requirements with immediate developer needs while establishing cross-functional communication processes.
Collaborated with art and engineering teams to improve production pipelines. Mentored technical artists and architected asset management systems for unannounced project prototyping phase, including world-building workflows in Houdini.
Maintained comprehensive understanding of art production pipelines for Elder Scrolls Online: Greymoor. Focused on improving ESO release management systems to support rapid iteration cycles.
Designed and implemented asset management system with graph database (ArangoDB) and Angular frontend. Developed tools for 3dsMax, Maya, and custom Python/C# solutions to streamline production processes.
Supporting the Continuous Development of Live Service Products
Deep dive into building scalable content pipelines, tooling strategies, and managing distributed development teams across global time zones for live service MMO development.
Key Topics Covered:
Articles and resources that are shaping my thinking