Battle Nations

For the first months of test market release, all mission and combat content in Battle Nations was still being built in raw .JSON files. Everything was being entered by hand, and introducing a small syntax error could result in issues that took hours to track down. I functioned as product owner with our engineering team in the creation of a game data editor. The rollout occurred in multiple stages, but each step increased productivity and dramatically reduced errors, paying off in decreased QA and iteration time. We were able to deliver significant content updates every two weeks, up from every six weeks, which helped drive Battle Nations to earn more than a million dollars per month for more than two years.