Professional headshot of Adam Hafez, CEO of Sackbird Studios

Adam Hafez

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.

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Now Announced · Sackbird Studios

Hijinks High

Cause chaos. Survive the day. Try not to barf… or do.

Sackbird Studios' debut title — turn a normal school day into a crazy adventure with up to six players. Wield booby traps, hoodwinks, and bodily fluids, complete escalating dares, and become the school's worst staff nightmare. The game I'm building with my team right now.

About Adam Hafez

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.


Core Development Philosophy

"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:

  • Focus on iteration speed and developer productivity
  • Balance stability and velocity in live service environments
  • Future-proof development processes without premature optimization
  • Content release cycles as a measure of project health

Skills & Expertise

Core competencies and technical expertise areas including game tools development, team leadership, and live service architecture.

Game Tools as a Service

Asset management systems, content pipelines, developer productivity tools, iteration speed optimization

Remote Team Leadership

Managing 30+ distributed engineers, cross-timezone collaboration, autonomous team enablement

Live Service Development

MMO pipelines, continuous content delivery, release management, micro-release cycle optimization

Technical Vision & Strategy

Technical roadmapping, stakeholder collaboration, future-proofing development processes

Professional Experience

Sackbird Studios (2025 - Present)

CEO

CEO

Sackbird Studios (2025 - Present)

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

Project Technical Director - Tools & Pipelines

ZeniMax Online Studios (Feb 2021 - 2025)

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

Lead Technical Artist

ZeniMax Online Studios (Jul 2020 - Feb 2021)

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

Principal Technical Artist

ZeniMax Online Studios (Jan 2020 - Jul 2020)

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

Content Management Engineer

ZeniMax Online Studios (Feb 2017 - Jan 2020)

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.

Publications

Articles

"The .uasset Problem: Why Unreal's Binary Format Is Holding Back AI Workflows"

adamhafez.co — March 30, 2026

A technical deep dive into how Unreal, Unity, and Godot handle asset formats — and why it matters for AI-assisted game development.

Unreal Engine AI Workflows MCP Binary Formats Game Engine Comparison

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.


Read Article

Presentations

"Game Tools as a Service"

Live Service Gaming North America Summit 2025

Supporting the Continuous Development of Live Service Products

Live Service Pipelines Asset Management Remote Collaboration Stakeholder Alignment

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:

  • How content release cycles measure overall project health
  • Asset lifecycle management for live service games
  • Cross-functional team collaboration strategies
  • Adapting development processes for remote work environments

Download Presentation

Currently Reading

Articles and resources that are shaping my thinking

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Get In Touch

Interested in connecting? Drop me a line.

contact.adam.hafez@pm.me