Leadership · Direction · Production

Most studios don't fail from lack of talent. They fail because no one ever defined what game they're making.

Leadership, direction and production support for AAA and AA console & PC studios — from 2 decades inside game development.

Book a Discovery Call30 minutes, no pitch.

Assassin's Creed IV: Black Flag · Assassin's Creed Unity · Rainbow Six Siege · BioShock 4 · Ubisoft · Cloud Chamber / 2K · People Can Fly

20+
years in game development
10 / 10
years as programmer, then producer
AAA
console & PC titles shipped

The problem

When a game is in trouble, the talent is rarely the problem.

Studios add people, meetings and process — and the game still doesn't get closer to done. Three things were never made to hold together.

Direction

No shared picture of the game.

Ask ten people what you're making, get ten answers. Iteration accumulates instead of converging because the pillars were never sharp enough to steer by.

Leadership

Decisions wait for someone who isn't there.

Work stalls because ownership is unclear. Authority and accountability never got named, so everything escalates or goes undecided.

Process

The same lessons, relearned.

Milestones slip and problems resurface because there's no loop between what the team learns and what it decides next.

"Direction, leadership and process. When all three reinforce each other, teams ship without heroics. Getting them into alignment is the whole of what I do."

About

I'm Lukács Rácz.

Lukács Rácz
  • Gameplay Programmer → Lead → Senior Producer
  • Ubisoft · Cloud Chamber / 2K · People Can Fly
  • Level 1 Brain-Based Coaching Certificate
  • Professional Scrum Master

Two decades making games — ten as a gameplay programmer, ten as a producer — leading multidisciplinary teams across studios and time zones.

I've shipped games. I've also watched good studios cancel projects and lay off teams — not because talent was missing, but because leadership, direction and process were never aligned. I've been in that room.

The Leading Game is what I do about it. I work with studios from the outside — speaking the language, having done the jobs, with no stake in studio politics — to get leadership teams aligned before the gap becomes a cancelled project.

"I gained clarity, confidence, and started stepping up more… I now feel more grounded and capable in my role."

— Mar Gómez, Project Manager / Producer · 1:1 coaching client

How I work with studios

Three ways in. Pick where you're stuck.

Cohort programs for leads, directors and producers — built from games, not generic management theory. Modular and scaled to your calendar.

For: Leads, directors and producers.Talk about this

For senior producers, EPs and studio heads carrying the hardest calls: turnover, reboots, failed milestones, fragile builds, unhappy publishers. I coach from nine years inside studios at that altitude.

For: Senior producers, EPs, studio heads.Talk about this

A focused read on why the team can't hit vertical slice, why decisions get reopened, or why everything takes 3x longer. You get clear actions you own.

For: Studios mid-development.Talk about this

Founding studio engagements

Preferential terms for a small group of early collaborators.

I'm taking on a limited number of engagements in exchange for close collaboration and honest feedback. If your leads need development built for games — or a project needs a focused outside read — let's talk.

Book a Discovery Call30 minutes, no pitch.

Tell me where your studio is stuck.

I'll come back with a time and an honest take on whether there's a fit.