Game Production & Publishing
Production and publishing for indie studios — without a publisher's money or creative control.
Shipped games with
From a quick production audit to embedded full-cycle work — tailored to where your studio is right now.
Indie Solo / Micro
For teams of 1–5 people
Small Studio
For teams of 5–15 people
Growing Studio
For studios of 15+ or post-launch
Publishing without a publisher — what that actually means
No funding taken, no IP ownership, no revenue cut. What I do bring: event presence (Gamescom, Steam Next Fest, Upload VR, FGS), trailer direction & production outsourcing, editorial calendar & community management, press notes & PR, Steam page optimization, platform outreach (Meta, Nintendo, Apple, Google), and grants navigation in Spain and the EU.
01
A solid Production and Risk Mitigation Plan is complex to create and manage. I take that responsibility so your team can stay focused on making a great game — and we adapt to every setback to ensure delivery on time, within budget, and at expected quality.
02
The most important thing in game development is for everyone to have maximum focus on their own area. Wearing multiple hats gives a false sense of control that quickly leads to burnout. A good producer keeps people in their lane — in a safe, creative environment, without crunch.
03
I never interfere with the creative direction of your game. In classic production mode, feature decisions stay entirely with your team. In product ownership mode, I define and prioritise at a high level — but always with your buy-in, never against it.
Producer — Crisis Management
Joined during the critical final stretch with the production at risk. Restructured the plan, stabilised the team, and shipped the gold version — including the full original soundtrack — in 3 months. Later pitched the project at the Gamescom 2024 Future Games Show escalator pitch.
Head of Publishing & Product Manager
Product roadmap and full publishing management for The Game Kitchen's cult hit port to iOS and Android. From platform negotiations to worldwide launch.
Full Cycle Producer & Product Manager
Produced from scratch — from concept to launch. Acquired by Scopely, who scaled it into a major AAA production. The biggest commercial exit I've been part of.
Head of Publishing
In addition to production responsibilities, I wrote the script for the launch trailer and managed the full outsourcing of its professional video production with Neverdark Studios — from brief to final delivery.
Also on my CV
Shrek
Live Ops Producer — Disney / Universal
Doggie Dog
Full Cycle Producer, PM & de facto Game Director
Head Soccer Liga
Programmer — La Liga license
Star Wars Puzzle Droids
Senior Developer — Game Engine
Hicham is an exceptional producer and a highly esteemed co-worker. He joined our team during a critical phase at the final push of Tormenture's development, at a time when we faced significant challenges.
Programmer at Croxel
Hicham is a strong Product Owner who knows how to work with different agile methodologies, perfectly scopes with time and risk management. His unwavering dedication to the product and the team is remarkable, as he demonstrates a fervent desire to see the project succeed.
Head of Production at Room 8 Studios
Hicham is patient, hard-working, and always willing to help out wherever he is needed. His positive attitude and knowledge of production processes were great assets to the team. I would be happy to work with him again in the future.
Game Director at Scopely
11+
years in the industry
7+
shipped games
2
game awards
We started Towapo because we believe small studios can make extraordinary games — they just need the right support at the right moment.
Over the past decade, I've been in the rooms where the hard decisions get made: rescuing productions weeks from collapse, shipping games with Disney and Universal, helping The Game Kitchen bring Blasphemous to mobile, and watching Pet Resort — a game I produced from scratch — get acquired by Scopely and scale into something much bigger than any of us expected.
I'm not a publisher. I won't take your IP or ask for a cut of your revenue. I'm a producer and strategist who genuinely cares about your game making it — because we're building our own games too, and I know exactly how much it matters.
We're an indie studio building games that connect with our souls — experiences that linger long after the controller is put down. We can't reveal what we're working on yet, but we promise it's worth the wait.
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