Game Tools as a Service
Asset management systems, content pipelines, developer productivity tools, iteration speed optimization
CEO & Technical Director
CEO of Sackbird Studios and former Technical Director at ZeniMax Online Studios with 8+ years in AAA gaming. Expert in leading tool and pipeline initiatives for live service MMO development, building scalable content pipelines, asset management systems, and fostering cross-functional collaboration in remote development environments.
Explore More
Professional background and expertise of Adam Hafez, CEO of Sackbird Studios and former Technical Director at ZeniMax Online Studios with 8+ years of AAA gaming experience.
I'm the CEO of Sackbird Studios, and a recovering AAA tools-and-pipelines obsessive. I've spent the last eight-plus years on how games actually get made — the plumbing more than the spotlight.
I started out as a software engineer in healthcare IT, then chased the work I couldn't put down into games, where I rose to Technical Director at ZeniMax Online Studios. There I led a team of 30-plus engineers and built the content pipelines and tooling that keep live-service MMOs shipping, the kind of work nobody notices until it breaks.
I came to Sackbird for the creative independence: to build the games my team wants to build, with a few people I trust.
"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 30+ 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
CEO
CEO of Sackbird Studios, leading development of our debut title, Hijinks High — a chaotic multiplayer game now announced for Steam and the Epic Games Store.
Project Technical Director - Tools & Pipelines
Leading technical foundation with focus on developer tools, pipelines, and release management. Growing and managing a remote 30+ person team across multiple time zones. Balancing long-term project requirements with immediate developer needs while establishing cross-functional communication processes.
Lead Technical Artist
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.
Principal Technical Artist
Maintained comprehensive understanding of art production pipelines for Elder Scrolls Online: Greymoor. Focused on improving ESO release management systems to support rapid iteration cycles.
Content Management Engineer
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.
A technical deep dive into how Unreal, Unity, and Godot handle asset formats — and why it matters for AI-assisted game development.
Why Unreal's binary .uasset format blocks AI agents, how Unity and Godot's text-based formats enable them, and what we built at Sackbird Studios to bridge the gap.
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
Interested in connecting? Drop me a line.
contact.adam.hafez@pm.me