Welcome to my website! My full name is Kirk Daniel Gomez Caponpon and I am based in Detroit. I am a producer and product manager who leads with compassion and patience, fostering a strong sense of community within my team and beyond. I believe every successful product is rooted in a supportive, inclusive environment that uplifts both the work and the people behind it. Everything I create is driven the desire to grow with others and build with empathy.
I am a product manager that loves unifying and empowering others by being a servant leader!
Featured Projects:
bit.sprouts
AR Collecting Gatcha Game for Snapchat
Main Role: Producer and Product Manager
Secondary Role: Technical Designer
Directed development of an immersive AR game blending real-world movement with interactive gameplay, built in Lens Studio for Snapchat Spectacles
Coordinated a cross-disciplinary team of designers, artists, and engineers to hit AR-specific design and technical milestones
Applied Agile and Kanban methodologies to adapt pipelines for AR hardware constraints and rapid prototyping
Served as Scrum Leader, managing weekly sprints, retrospectives, and daily stand-ups to align development with product goals
Utilized Miro and Jira for sprint planning, feature tracking, and documentation, ensuring seamless collaboration across creative and technical teams.
Developed and maintained vision documents, wireframes, and product roadmaps, guiding design decisions and prioritization for immersive AR experiences.
Oversaw scope management, quality assurance, and asset integration across multiple builds and playtests, balancing player experience with technical feasibility
Designed core AR gameplay systems, including seed-catching mechanics, currency economy, and pack-opening flow
Developed physics-based seed and fertilizer catching in AR space, including golden seed multiplier logic
Created reward progression systems with rarity-based perks (Common, Rare, Legendary, Exotic, and seasonal perks)
Utilized remote asset loading and persistent storage to track player progress across sessions
Duration: 26 weeks
Team Size: 4 people
Miro Screenshots for bit.sprout
Kanban Board
Utilized a Kanban board to manage tasks, categorizing them by team discipline (e.g., design, programming, art).
Miro Brainstorming
Used Miro for planning out the overall program for the AR systems.
Miro Brainstorming
Used Miro to collaboratively brainstorm and map out the UI/UX system.
Planet of the Dead
First Person Shooter Zombie Survival for Xbox Game Camp
Main Role: Producer and Product Manager
Secondary Role: Technical Designer
Selected to participate in Xbox Game Camp Detroit, collaborating with industry mentors to build Planet of the Dead, an open-world FPS zombie game
Directed the end-to-end production workflow from concept to playable vertical slice, integrating Agile, Kanban, and milestone-based planning tailored for Game Camp deliverables
Translated user stories and design ideas from Miro sticky-note boards into detailed Jira cards, creating a structured pipeline for enemy/player systems, level design, and audio production
Coordinated a cross-disciplinary team across art, design, programming, and audio to ensure alignment on priorities, dependencies, and sprint outcomes
Oversaw asset lifecycle management (concept art → 3D models → in-engine implementation), ensuring smooth handoffs, on-time delivery, and quality aligned with player experience goals
Designed combat and ability systems for both player and enemies, including unique boss mechanics
Built level design phases (paper prototype, blockout, asset implementation) with iterative feedback from Game Camp mentors
Collaborated on AI behavior systems for zombies and bosses to support varied combat encounters
Defined and tested trap systems and environmental hazards for player strategy
Duration: In Progress
Team Size: 8 people
Jira and Miro Screenshots from the Sari Sari Store
Discord
Used Discord as a way to organize task for the week and be able to make sure the team is on track.
Jira Board
Translated a miro sticky-note task board into detailed Jira cards, creating a structured pipeline for enemy/player design, level design, and audio production.
Miro Brainstorming
Used Miro to collaboratively brainstorm and map out ideas for the enemy using virtual sticky notes.
Lolo Ando's Sari Sari Store
First Person Shooter and Visual Novel
Main Role: Producer and Product Manager
Secondary Role: Technical Designer
Acted as Product Manager for a cultural video game exploring Filipino identity, overseeing 5–7 developers, 3 artists, and 1 music designer in a cross-disciplinary team
Served as Scrum Leader, running weekly sprints and facilitating communication to keep development aligned with product goals and cultural vision
Applied Agile methodologies (Scrum + Kanban) to manage tasks, deadlines, and iterative feature delivery
Implemented Jira for sprint planning, backlog tracking, and client feedback documentation, ensuring a structured product pipeline
Created and maintained vision documents and product roadmaps to align stakeholders on priorities, milestones, and scope, using Miro
Oversaw scope management, milestone delivery, and quality assurance, balancing creative authenticity with technical feasibility
Designed core gameplay systems for day/night cycles and dual-style visuals
Developed store management mini-games in a 2D pixel art style
Prototyped surreal 3D low-poly combat arenas with a horror-inspired tone
Integrated weapon, ability, and enemy systems using Unity
Ensured cultural authenticity in gameplay mechanics and narrative elements
Duration: In Progress
Team Size: 8 people
Jira and Miro Screenshots from the Sari Sari Store
Kanban Board
Utilized a Kanban board to manage tasks, categorizing them by team discipline (e.g., design, programming, art).
Miro Brainstorming
Used Miro to collaboratively brainstorm and map out ideas for the weapon system using virtual sticky notes.
Miro Brainstorming
Used Miro to collaboratively brainstorm and map out ideas for the enemy using virtual sticky notes.
VR Sailboat Simulator
Virtual Reality Sailboat Simulator Using Unreal Engine 5
Main Role: Producer and Product Manager
Secondary Role: Technical Designer
Led development of a VR Sailboat Simulator for a client using Unreal Engine 5, balancing technical feasibility with user experience goals
Served as Scrum Leader, running weekly sprints and facilitating communication between the client and a cross-disciplinary student team
Applied Agile methodologies (Scrum + Kanban) to manage task tracking, sprint velocity, and feature prioritization
Implemented Jira for backlog tracking, sprint planning, and documentation of client feedback and feature requests
Acted as Vision Holder, creating and maintaining roadmaps, design documents, and alignment materials to ensure consistent delivery toward client objectives.
Implemented full sailboat functionality and physics using Blueprints, OpenXR, and UE5’s Water and Landscape systems
Designed a VR environment inspired by Caribbean sailing locations, focusing on immersive level design and accurate sailing simulation
Duration: 32 weeks
Team Size: 3 people
Senior Design 1 Pitch Competition
BroodMother
A Bullethell Tower Defense Game from Developers of Dearborn
Main Role: Lead Producer
Secondary Role: Lead Game Designer
Served as Producer for a two-semester game development project during Fall 2021 to Winter 2022, leading a team of 15 students
Directed team organization by creating and managing sub-teams (e.g., programming, design, art, audio) to ensure effective division of responsibilities
Led weekly sprint meetings using Agile and Scrum frameworks to track milestones, prioritize features, and address blockers
Maintained clear documentation and progress tracking via JIRA and Google Documents, implementing aspects of Kanban and Waterfall when needed to accommodate task scope
Fostered a collaborative production environment by ensuring strong inter-team communication and cross-discipline alignment
Designed core gameplay systems for a top-down tower defense-action hybrid in Unity, where players placed towers, dodged projectiles, and defended the Brood Mother
Championed the design vision, collaborating closely with programmers and artists to align mechanics, level layout, and visual direction
Developed and iterated on the top-down character movement system using Unity's input and physics systems, balancing responsiveness and difficulty
Designed and contributed to the development of a modular shop system, integrating player upgrades, tower purchases, and resource management
Duration: 32 weeks
Team Size: 15 people
Skills
Leadership
A good leader is someone who listens and acts with compassion and patience. I want to be able to fostering a strong sense of community within my team and beyond. I believe every successful product is rooted in a supportive, inclusive environment that uplifts both the work and the people behind it. Everything I create is driven the desire to grow with others and build with empathy.
I strongly believe in fostering team growth and improvement throughout a project, whether through one-on-one check-ins, retrospectives, or postmortems. Creating space for reflection encourages individual development, which ultimately strengthens the entire team.
Production Skills
Skills
Tools
Production Pipelines Understanding (art/audio/code/design)
Agile Project Management
Scrum Framework
Kanban Workflow
Waterfall Planning
Team Scheduling & Task Delegation
Cross-Disciplinary Communication
Conflict Resolution & Mediation
Milestone & Deliverable Planning
Documentation Writing
Time Management
JIRA
Trello
Miro
Notion
Slack/Discord
Google Workspace
Microsoft Office Suite
Software and Tools
Unity
Unreal Engine 5
Unreal Editor for Fortnite (UEFN)
Roblox Studio
Lens Studio
HTC Vive
Spectacles
C#
Python
C++
Lua
Blueprints
Creativity with Technical Skills
While I am a producer, I also bring the perspective of a game designer with a strong foundation in computer science and systems thinking. I believe that effective production blends technical problem-solving with creative adaptability, leveraging not just proven tools and methods, but also developing custom, innovative solutions when the project calls for it. This balance between structured logic and creative flexibility is what drives me to continuously learn, adapt, and support my team in delivering thoughtful, impactful work.
Clubs and Experiences
Xbox Game Camp - Detroit
Producer and Technical Designer for Team 8
August 2025 - Present
Selected for Xbox Game Camp Detroit, leading the development of Planet of the Dead, an open-world FPS zombie game featuring three mini-bosses leading to a final boss encounter.
Directed production from concept to prototype, using Agile and Kanban workflows to meet Game Camp milestones.
Translated a Miro sticky-note task board into structured Jira cards, organizing enemy/player design, level design phases (paper prototype, blockout, asset implementation), and music/audio production.
Coordinated a cross-disciplinary team of designers, artists, programmers, and audio specialists to ensure asset dependencies flowed smoothly from concept art to 3D models to in-engine integration.
Designed and iterated combat systems, player abilities, and trap mechanics alongside AI behaviors for zombies and bosses.
Built and tested open-world level layouts with iterative feedback from Game Camp mentors, ensuring balanced pacing, combat encounters, and environmental storytelling.
Snapchat Inc.
Contract and University Student Producer & Technical Designer, Spectacles
Team bit.sprout
Jan 2025 - Present
A contract position that allows for university students to secure funding for a Spectacles project and our team of bit.sprout has been chosen
Selected for Snap’s prestigious Spectacles Student Accelerator program, building on an AR project created at Columbia University's DivHack
Directed production of an AR game for Snapchat Spectacles in Lens Studio, blending real-world movement with interactive gameplay systems
Designed and prototyped immersive AR experiences prioritizing accessibility and leveraging Spectacles’ unique capabilities
Coordinated a cross-disciplinary team using Agile and Kanban methodologies; facilitated weekly sprints and maintained alignment through Miro-based sprint planning
Oversaw scope management, asset integration, and quality assurance across multiple playtest iterations
Filipino Americans in Tech
Co-Founder Game Development Representative
October 2024 - Present
Co-founded Filipino Americans in Tech, helping build an inclusive community that empowers Filipinos to pursue and thrive in technology and game development careers
Serve as the Game Development Representative, spearheading initiatives that connect aspiring Filipino game developers with industry knowledge, mentorship, and opportunities
Organize and produce virtual and in-person events, including workshops, networking sessions, and speaker panels focused on breaking into games and leveling up professional skills
Facilitate mentorship programs and community meetups, helping members navigate roles in game design, programming, production, and art
Forge partnerships with game studios, recruiters, and tech leaders to create career pipelines and improve visibility for Filipino talent in the industry
Champion representation, collaboration, and education, ensuring that events are both culturally grounded and professionally impactful.
AAPI in Gaming
Events Producer May 2025 - Present
Coordinated and produced virtual and in-person events celebrating AAPI representation in the gaming industry, showcasing cultural diversity and career pathways in games
Hosted and led Fireside Chats with industry professionals, preparing thoughtful questions, moderating conversations, and highlighting stories from game developers, streamers, and creatives
Collaborated with developers, streamers, and partner organizations to organize engaging events such as speaker panels, livestreams, and cultural showcases
Contributed to content strategy, including the creation of promotional graphics, social media campaigns, and livestream assets to maximize reach and engagement
Helped shape an inclusive, community-first environment, centering AAPI voices and lived experiences in all event formats
Managed event production timelines, internal and external communications, and logistics using tools like Notion and shared calendars to ensure seamless execution
AccelerateKID, Kids+Entrepreneurship+Tech
Technology Education Impact Instructor
April 2024 - May 2025
Designed and produced technology education curricula tailored to a range of age groups, from elementary to high school students
Developed interactive, project-based learning experiences focused on creativity, collaboration, and real-world tech skills
Coordinated with instructors and students to manage lesson timelines, deliverables, and feedback loops, reflecting production leadership principles
I’ve taught students using tools such as:
Unreal Editor for Fortnite (UEFN)
Unity VR development
Roblox Studio
Minecraft Studio
Scratch
Programming languages: Java and Python
3D Printing workflows and design tools
Developers of Dearborn
Co-founder, Community Manager, and Club Adviser
December 2020 - September 2024
Co-founded the Video Game Design Club at the University of Michigan-Dearborn in Winter 2020, establishing a space for students to collaborate and create games.
Elected Community Manager, where I organized and led six events ranging from game nights to guest speaker sessions, promoting engagement and skill-building.
Served as Club Adviser, mentoring members in game development, production workflows, and professional growth.
Elected Vice President–External during the 2022–2023 academic year, leading outreach and partnership efforts with Filipino-American college groups across the Midwest.
Coordinated cross-campus collaboration with Oakland University’s Filipino-American organization to co-produce a Charity Gala event.
Successfully raised $1,200 for P.U.S.O., a Philippine-based nonprofit, through strategic planning, team coordination, and event execution.
This HTML Template was created with Nicepage Builder