HARITHA MELLACHERUVU
16+
16+ years in the games industry

I've seen game development from more than one side.

For more than 16 years, I’ve worked across mobile, PC and console — from mobile deployment and art production to game production, publishing and release management. At EA, Dhruva Interactive, PLAION and Jagex, I’ve worked with development teams and publishing partners, led multidisciplinary teams, managed multi-million-dollar game development budgets and taken responsibility for complex productions through to release. Those experiences have given me a broader view of what it takes to make and ship a game: balancing creative ambition with practical plans, people, resources and the decisions that shape delivery.

EXPERIENCE IN PRACTICE

A few experiences that shaped how I approach production.

A few examples of the responsibility and judgement that have shaped my approach.

DHRUVA INTERACTIVE · GAME ART PRODUCTION

Building teams that can do their best work.

At Dhruva, I grew from Associate Producer into Sub-Portfolio Manager, overseeing a production vertical with multiple producers, project leads and teams.

My focus was on creating the conditions for good work: clear priorities, stronger planning, constructive client communication and sustainable workloads. I put real value on team morale and introduced traditional art sessions so artists could keep developing their craft.

Forza Horizon 2 was one of several projects where I stepped in when production came under pressure, helping resolve feedback and planning issues and get the team moving forward.

PLAION · PUBLISHING PRODUCTION

Keeping complex publishing productions aligned.

At PLAION, I was an Associate Producer and the primary publishing producer for Metro Exodus and Saints Row: The Third Remastered through development and towards release. A senior release manager supported the final release phase.

On Metro Exodus, a key part of my role was building open, constructive communication across publishing and development stakeholders — aligning expectations, working through production issues and maintaining momentum towards release. I also handled Google Stadia production and release coordination.

Saints Row was a different kind of involvement. I was there from day one, helping shortlist the co-development studio, working through a change in direction at the vertical slice, and staying hands-on through production and release.

JAGEX · GAME PRODUCTION & PORTFOLIO PLANNING

Looking beyond the individual game.

At Jagex, I worked alongside Design and Business Development as part of the initial evaluation of incoming games and studios. We played demos and prototypes, considered their potential and helped decide which opportunities were worth pursuing. Once a partnership moved forward, I supported the studio through development and release. I was also involved in portfolio planning and capacity balancing, and represented production during the Pipeworks Studios acquisition due diligence.

GAME CREDITS

Some of the games I’ve been part of.

A selection of games I contributed to across development and publishing. Each involved different teams, challenges and stages of production.

Metro Exodus artwork
Associate Producer · Publishing production

Metro Exodus

Primary publishing production responsibility through development, including milestones, DLC planning, budgets, certification, first-party coordination and Google Stadia production.

Forza Horizon 2 artwork
Game art production · Producer

Forza Horizon 2

Producer within Dhruva Interactive’s art production team, working with the wider development team on this console racing title.

Agents of Mayhem artwork
Publishing production · Associate Producer

Agents of Mayhem

Associate Producer, supporting publishing production and the global release process.

Saints Row: The Third – Remastered artwork
Associate Producer · Publishing production

Saints Row: The Third – Remastered

Publishing production involvement from the initial co-development partner shortlist and vertical slice through development and release.

Additional production and publishing credits include The Chant, Scars Above, Dolmen and Chorus. My involvement varied by title and development phase.

GET IN TOUCH

Want to talk about a project?

If something in my experience connects with what you’re building, I’d be happy to hear from you.