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Bodycam

Project specifications

Project Management - Steam Release

Date & Size

2023-2025 - 2 years - 20 people

Bodycam is the first ultra-realistic multiplayer, first-person shooter game made using the latest Unreal Engine 5 technologies.

The game was released in early access on Steam in June 2024.

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PROJECT MANAGEMENT

My main task on the project was to
coordinate multiple teams including core development, media, moderation, and playtesting.

In addition to this, I took on a versatile all-rounder role, contributing to a wide variety of tasks spanning multiple domains. This included developing the studio's visual identity, implementing Steam’s ban system, writing & publishing studio and game updates, editing promotional trailers and handling DMCA procedures, among others.

This position required me to
constantly switch between disciplines, ranging from graphic design to programming to community management, demonstrating strong adaptability and a broad skill set.

GLOBAL STEAM RELEASE

Releasing Bodycam was an exciting and intense challenge. It was my first time publishing a game, and its sudden popularity added an extra layer of pressure. We encountered plenty of unexpected situations during the launch, which pushed me to stay
highly responsive and adapt quickly to keep things on track.

On top of that, I had to coordinate teams across multiple time zones while simultaneously completing a programming internship in Montréal, Canada; a demanding but rewarding experience that strengthened both my
communication and organizational skills.

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POST-RELEASE TASKS

After launching the game, I went with the studio's founders to Gamescom 2024,
meeting other people from the industry and creating new connections in order to further expand the game's production level.

I also provided
post-launch customer support, handling e-mails and social media (Discord tickets, Steam forums, etc) to help players, press/media & professional collaboration requests.

Bodycam was the first large-scale project I worked on, from the initial concept phase through to its global public release. Taking on a management role rather than my usual programming position presented new and valuable challenges that required me to adapt and develop new skills.

I’m proud of the ideas and work I brought to the project, and I’m pleased to see it grow to meet, and even exceed our expectations.

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