Cris Vega

Cris Vega

Senior Technical Executive Producer IO Interactive
Cris Vega

Conference Day 1

9:30 AM OPENING PANEL DISCUSSION: Time, Scope, Quality: Is This Triangle Broken?

Our opening panel discussion tackles the question every production leader has faced: Can we still deliver a quality product, on time, and on budget?

For decades, producers relied on the iron triangle (time, scope, and quality) as the gold standard for project decision-making. The rule was simple: pick two, accept the consequences of the third. The model was clean, predictable, and it worked.
Today, however, legacy production models are struggling at scale. Production leaders are no longer just balancing three points; they are managing a widening gap between scope and capacity. Teams are navigating evolving toolchains mid-cycle, distributed workforces, and complex platform compliance that didn’t exist five years ago. Often, when scope is fixed but capacity is fluid, leaders find themselves compromising all three corners of the triangle.
This panel explores reframing the iron triangle as a priority triangle, shifting the focus from managing tasks to balancing scope versus capacity. Our panellists will discuss how this priority-driven approach helps head of production to:
  • Audit Real-Time Capacity: Discuss how to measure the actual velocity of distributed teams and outsourcing partners versus the "ideal" roadmap.
  • Structure Resilient Roadmaps: Explore moving away from rigid feature sets toward flexible milestones that account for technical risk.
  • Phase Investment: Deciding how to fund teams based on capacity thresholds rather than arbitrary deadlines.
  • Build Sustainable Studios: Creating teams that can ship repeatedly without burning out their capacity on a single "one-game wonder." 

10:15 AM CASE STUDY: It Compiles, But Is It Fun? Producing for every team

Games are complex, and it takes many different profiles cooperating to create magic. However, engineers and designers don't just do different work — they think, communicate, and iterate in fundamentally different ways. One ships when the code works; the other ships when it's fun. The same producer playbook applied to both teams will fail one of them. I've produced on both sides — many years working with game engines, plus two years leading gameplay production on 007 First Light. Along the way I've collected plenty of learnings and made plenty of mistakes, and I'd like to share them with you, so you don't have to make them yourself.

Check out the incredible speaker line-up to see who will be joining Cris.

Download The Latest Agenda