Game Management — Prismatic Peril (PRINCE2 Project)

Prismatic Peril — retro 8-bit arcade space shooter

A complete PRINCE2 games-management project — from business case to a board-level pitch — for an 8-bit mobile arcade space shooter. My role: Project Manager.

Key metrics: $9.7M Year-1 revenue, over 1000% ROI, 12 months, ~20 team, Q2 break-even

The Game

  • 5 levels, each with a unique boss fight
  • 12 enemy types in classic arcade waves
  • The unique “Force Sphere” colour-coded weapon system
  • Free with ads (3 levels) & premium $6.99 (5 levels) · built in Godot

Business Case

Year-1 gross revenue ramp by quarter

Year-1 ~$9.7M gross · ~$6.0M net profit · >1000% ROI · break-even in Q2 post-launch.

Development Timeline

12-month development timeline across four PRINCE2 stages

12 months · 1 Apr 2025 → launch 31 Mar 2026 · four PRINCE2 stages, eight milestones.

Risk Management

Risk matrix of 15 risks by probability and impact

15 risks scored by probability × impact — top threats: performance, scope creep and monetization.


The Pitch Deck

Selected slides from the pitch I presented to the Project Board (Executive, Senior Supplier, Senior User):

A recorded video pitch accompanies the deck — available on request.

Documentation & Downloads

Final deliverable documents (PDF):


End-to-end ownership of a project from business justification to a board-level decision — balancing scope, cost, schedule, quality and risk under PRINCE2 governance.