Bungie is seeking a Producer to work with a cross-discipline area to create pinnacle Raid and Dungeon experiences. The ideal candidate is analytical, detail-oriented, organized, and has experience producing a range of game content using diverse processes. The RAD Producer will be responsible for shepherding these teams to generate milestone goals and ensure their on-time delivery. Here at Bungie, Producers are individual contributors responsible for the production processes in their areas. This role will work with a Lead Producer and dev group leadership teams to create and implement project plans, schedules, and processes for the teams creating end-to-end activities in game.

With the uncertainty and rapidly changing circumstances surrounding COVID-19, most positions at Bungie are expected to onboard and work from home for a significant portion of 2021. In 2022, most Bungie employees will adopt a flexible schedule working from home part time (outside of positions identified as either 100% onsite or fully remote in WA/CA). Currently only a select range of positions are available for full-time remote work in CA or WA (please review location for details). Prospective employees located outside of CA or WA will need to establish WA state residency within 45 days of a start date. Bungie’s work from home, flexible work schedule, and remote policy is subject to change at the company’s discretion. 


  • Working closely with RAD area leadership and feature leads and taking every step to ensure those leads' success
  • Working with those leads to align strategy and deliverables to the product vision
  • In conjunction with RAD area leadership managing the holistic experience and impact of pinnacle activities and their intersections with the rest of the game
  • Creating clear and realistic production plans for Raids and Dungeons, advocating for and defending them
  • Tracking and clearly communicating progress to multiple audiences
  • Managing the schedule and risks in given areas, while escalating issues with proposed solutions
  • Identifying and addressing any process bottlenecks, in conjunction with the RAD area leads
  • Facilitating collaboration with other disciplines and teams, including anticipating and taking steps to avoid cross-team conflicts, both laterally across groups and dependent teams as well as hierarchically through leadership structures
  • Working with limited supervision and using independent judgment outside of established production practices when necessary
  • Communicating effectively and leaving no doubt about the plan of record
  • Having a finger on the pulse of team morale and working to keep teams energized, united, and solution focused
  • Manage the planning, scheduling, assigning, and tracking of detailed tasks and dependencies
  • Schedule and coordinate the details for all necessary meetings in accordance with individual and production schedules, and ensure action items are followed up on
  • Drive the goals of milestones in conjunction with the wider production team and the game development timeline
  • Build and maintain all documentation necessary for the successful planning and tracking of your area
  • Support producers with additional miscellaneous tasks


  • Relevant Experience producing a medium-sized group of varied disciplines
  • Social intelligence, great interpersonal skills, and empathy for creative teams
  • Exemplary communication and organization skills
  • Results oriented, focused, and composed under pressure
  • Able to identify and resolve conflicts with members of various disciplines and external partners in a clear and efficient manner
  • Ability to quickly solve or seek the solution to any problem in a fast-paced and ever-changing environment
  • Passion, enthusiasm, and knowledge of the games industry
  • Thorough understanding of game development processes and disciplines
  • Experience with MS Office Suite or similar software and/or diverse project management methodologies
  • Experience with agile development processes


  • Bachelor’s degree preferred
  • Completed one or more large scale game cycles from start to finish or two or more non-game production cycles

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