RESUME
Experience
GREE International, Inc. 02/2015 to Present San Francisco, CA
Senior Project Manager
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Manage the day-to-day and quarterly operations for a 45 person game development studio in Vancouver B.C. for f2p (free-to-play) mobile / tablet RPG game called Knight & Dragons
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Own the release management / publishing submissions of monthly milestone builds on Google Play and iTunes
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Provide project management tools to make dev team more organized by being more predictable, delivering on-time, quality products / new feature development
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Experience with Live Operations events and monthly OTA content scheduling
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Transitioned Live Operations from Vancouver, BC to GREE Berlin, DE studio
Rocket Games, Inc. 04/2014 to 09/2014 San Francisco, CA
Rocket Games is a “start-up” created by a few ex-Zynga employees. I was approached to lead the office while considering an ownership position with the company. I decided that this investment was not the right direction for me.
Game Designer and Office Manager
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Integrated slot machines in Unity, game configurations and balancing in MS Excel using proprietary slot machine game engine / tech
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Authored slot machine design documents communicating overall direction, theme, and gameplay mechanics for internal and external development teams
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Investigated and secured art and audio outsourcing partners; provided daily feedback with internal Lead Artist to ensure project clarity and timeliness
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Assisted with key word search, authoring iTunes and Google Play ASO (App Store Optimization), and integration of in-game advertising
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Assisted with configuring the app infrastructure and testing builds for individual downloadable slot machines and new app / game releases
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Day-to-day studio operations, office services (internet, food, water, supplies), floor plan / furniture setup, accounting / vendor invoices, and authored studio / company policies
Zynga, Inc. 06/2008 to 04/2014 San Francisco, CA
I was recruited to Zynga to help establish a robust game development and project management philosophy that was lacking in the early development stages of the firm. While managing the product / feature lifecycles for several projects, I also served a mentor and trainer of other producers and helped with the transition of acquired gaming studios and companies. I made sure these firms operated within our guidelines on project management and game development and understood the goals that Zynga placed on them.
Lead Producer – Zynga Poker 04/2013 to 04/2014
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Managed and provided quarterly reviews for eight (internal) direct reports and three (internal) managers
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Managed the quarterly studio roadmap schedule
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Hosted weekly Studio Roadmap meetings w/ cross discipline leads and studio leadership (plan vs. actuals)
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Managed the day-to-day schedule (feature ramps, releases, and unplanned hotfixes) for live game studio
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Raised risks and quickly identified solutions
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Established studio processes; i.e. pre-production pipeline, cross-discipline costing, and playthroughs
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Successfully planned product development to work around holidays, Company events and other unplanned outages
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Standardized pipeline flow and definition of pre-production process
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Responsible for quarterly production studio goals
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Trained production team on overall studio process and best practices from Invest & Express division: Costing Sign-off, On-Call Protocol, Pre-Production Process, Exec/Team Playthroughs, Versioning / Project Management, JIRA, and Poker Roadmap to name a few
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Studio Staffing POC - Tracked all headcount needs in collaboration with leads and People Operations
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Maintained consistent and clear communication of development progress with external departments
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Mentored Production staff
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Fostered partnerships within our department and throughout all cross disciplines
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Helped other cross disciplines establish their respective quarterly goals in relation to the studio at large
Lead Producer – CastleVille 12/2012 to 03/2013
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Responsible for the day-to-day project management of CastleVille feature development
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Established team alignment between individuals, pods, and the studio at large
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Provided clear consistent and communication of all progress between (San Francisco, Dallas, and Bangalore) studios
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Successfully planned all simultaneous product development and release timeliness to coincide with business goals
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Reduced the average feature release time, overall build stability, and release quality through better tracking tools; i.e. burn down charts, improved JIRA / pod project management, and costing
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Provided guidance on all phases of cadence releases from: one-pager to final spec, costing, development, iteration, testing, release, triaging / post release support, community, customer support monitoring, and on-call coverage
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Managed the training and handoff for a live game transition between San Francisco and Bangalore studios
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Championed Customer Support (CS) to reduce ticket count by prioritizing and allocating cross-discipline resources for pertinent bug fixes and player frustration issues
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Owned the Production Org’s quarterly Objectives and Key Results (OKR’s)
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Conducted weekly 1:1 mentoring with internal and external staff on improving situational awareness, perspective (context), overall studio process, best practices, and expectations
FrontierVille 2 (New IP - Cancelled)
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Contributed to FrontierVille 2 pre-production and green light process, established the project calendar and milestone defintions / goals for next divisional project
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Worked in tandem with San Francisco and Eugene Art, Design and Engineering leadership on pitch deck
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Responsible for creating high level staffing and project milestone schedule from Concept to Live Product
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Began preliminary set up for project infrastructure
PirateVille (New IP - Cancelled)
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Audited internal studio and external dependencies (i.e. Payments, eCrime, etc.) on remaining work to be completed for new IP launch
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Created studio milestone schedule with definitions on what the team needed to accomplish in order to launch game
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Managed the product development for the FTUE (first time user experience) and Start Now v2 pods
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Inventoried the existing 21 step FTUE and helped bring cohesion with Design Leads and studio executives by providing suggestions on simplifying gameplay into a more meaningful / natural progression
Senior Producer – CastleVille 08/2012 to 11/2012
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Managed and provided quarterly reviews for eight (five internal + three external) direct reports and two (one internal + one external) managers
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Helped repair external communication and relationship between Dallas and San Francisco studios
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Created several process and consistency improvements for the studio
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Prepared weekly and quarterly Production reports
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Conducted weekly 1:1 meetings with all direct reports to provide mentorship, resolution conflict, and q&a
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Instituting “best practice” process improvements to the San Francisco studio
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Prepared transition plan between Dallas and San Francisco Production teams
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Standardized all pods to offer consistent project management and predictable releases to stakeholders
Senior Producer – FrontierVille / Pioneer Trail 09/2010 to 07/2012
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Responsible for the day-to-day project management of FrontierVille feature development
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Managed the release lifecycles for ~50 features and three game expansions
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Managed five (external) direct reports and two (external) managers
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Trained external partners on how Zynga operates (Baltimore, MD, Bangalore, IN, and Eugene, OR)
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Instrumental in the organization, staff planning and timing logistics for a smooth studio transition with the acquisition of Buzz Monkey Software vs. divisional priorities
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Responsible for the relationship and production training of external development studio, Zynga Eugene
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Created and maintained the Feature Release Milestone Calendar to better standardize all cross-discipline feature development into a multi-step milestone calendar
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Successfully planned product development to work around annual holidays, company events and other unplanned outages
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Clear communication of feature development progress between Zynga San Francisco and Eugene studios throughout all feature life-cycles
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Raised risks and quickly identified solutions
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Increased GREEN release health from 23% to 45% and reduced RED release health from 39% to 19%
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Fostered partnerships within our department and throughout all cross disciplines
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Improved our Producer’s overall project management skills to effectively handle unplanned challenges
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Championed our Customer Support (CS) efforts by prioritizing fixes, allocating cross-discipline resources and scheduling point releases every Tuesday to help reduce excessive (6k daily) CS ticket levels
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Organized Production lunches and to better unify the Zynga “StoryVille” divisional Production Org
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Owned the quarterly Production team Objective and Key Results (OKR's)
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Was consistently an excellent Production partner to my internal and external Product Management, Art, Design, Dev, QA, PA&S, and Community Leads
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Transition readiness for Bangalore, IN
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Contributed to establishing live game studio (night and weekend) on-call crisis prioritization protocol
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Utilized and learned from People Operations management and training classes
Producer – FishVille 07/2009 to 08/2010
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Member of the initial concept team through final game hand-off to the Zynga Bangalore studio
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Scheduled and adhered to initial aggressive / experimental four week development schedule
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Managed FishVille marketplace; brainstormed / surveyed aquatic themes and created roadmap schedule
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Spearheaded and executed the content pipeline earning $10.1 million over 13 months
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Co-authored Production and Art job descriptions for Bangalore in addition to interviewing all candidates
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Internal & External Art team manager (from concept, costing, creation, asset integration, and SLA cadence)
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Hosted executive game demonstrations
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Referred over 35+ cross discipline candidates throughout six years
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Interviewed over 125+ cross discipline candidates for local and international studios throughout six years
Associate Producer – DragonWars, Guild of Heroes, and Zynga Poker 06/2008 to 06/2009
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Cloned (MafiaWars) xWars game platform into fantasy genre
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Managed artists, engineers, and designers to make the first 3D dungeon crawler on Facebook
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Grew team from three to 27 and custom tailored development personnel for a fantasy / MMO
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Co-introduced Agile Scrum to Zynga
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Created studio capacity calculator in Excel Google Docs to assist Zynga Poker dev pod management
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Managed 11 international and domestic art and three audio outsourcing partners
LucasArts 08/2007 to 06/2008 San Francisco, CA
Shortly after arriving at LucasArts (LEC), they experienced significant financial issues, a new President, and subsequently implemented a 30% layoff with newer employees being at the forefront of the RIF.
Associate Producer
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Managed $300k production budget of cinematic outsourcing for pre-rendered full motion video (FMV’s)
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Authored outsourcing milestone schedules & contracts
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Quickly established and fostered an effective relationship with external development partners
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Maintained the approval process for all art
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Collaborated with script writers for game story outsourcing
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Collaborated with sound designers for game audio outsourcing
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Worked in conjunction with studio Operations to prepare 1st party submissions
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Production point of contact (P.O.C.) for: International, Operations, Marketing, Creative Services, Web, PR, Finance, Quality Assurance, Audio, IT, Mastering Lab, Compliance, Consumer Insights and Business Affairs
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Managed the submissions process for game ratings certification with ESRB and international rating boards
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Reviewed weekly / milestone builds to provide economic solutions towards development constraints
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Authored and processed all milestone review documentation
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Managed the external source code escrow (Iron Mountain)
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Authored, maintained and published the production team calendar
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Provided game demos to 1st party’s and press
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Created milestone review presentations
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Conducted extensive outsourcing due diligence
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Communicated strategic objectives for the production team, External Production department, and studio
Stormfront Studios, Inc. 06/2005 to 05/2007 San Rafael, CA
Stormfront (SFS) needed to staff up across all disciplines for the aggressively green lighted Eragon game based on the New York Times Children’s Books Best-Selling list and upcoming 20th Century Fox feature film. I was hired on as level designer from my most recent experience at Novalogic, but contributed to a multitude of creative and project management roles while there. I survived three rounds of layoffs before the final studio closure.
Associate Producer
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Managed day-to-day production including the development team schedule
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Managed four cinematic artists & two art interns
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Managed the production of in-game art assets and cinematics
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Managed the submission process to publishers and maintained the approval process for all art
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Sustained communication between team members, vendors, consultants, and publishers
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Hosted weekly team meetings to discuss project status, identify bottlenecks, and create solutions
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Organized art style guides, audio, design, and technical documentation
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Assisted the Audio department for localization needs and optimization of voice over (VO) assets
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Created in-game cinematics and character scripted events
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Designed and implemented single & co-op levels for an action/adventure title
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Created rough environments in 3D, level logic, and camera placement
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Created and maintained a physical and digital Art department archive
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Researched, prepared, and followed through on all requisitions for team equipment needs
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Assisted with the implementation of strategic objectives for the studio
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Promoted inspiration and motivation to the team and studio
Gaming Industry and Related Fields: 1997 to 2005
NovaLogic, Inc. – (Level Designer / Mission Builder) Calabasas, CA
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Designed and implemented single & multi player levels for various campaigns
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Conceptualized & illustrated additional terrains to maximize engine strengths
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Converted levels to support other game modes / types (King of the Hill into Capture the Flag, etc.)
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Created layout map screens, loading screens, and toolset thumbnails using Photoshop
Metro-Goldwyn-Mayer Inc. – (Contract Game Designer / Concept Artist) Santa Monica, CA
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Created 11 custom game design concepts for the James Bond 40 Disc DVD Box Set
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Authored design / development documentation
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Designed storyboards for game play environments, User Interface and User Experience (UI/UX)
Black Ops Entertainment, LLC – (Game Designer) Santa Monica, CA
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Wrote level walkthroughs/game play mechanics for Game Design Document (GDD)
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Implemented gameplay encounters with AI and customized scripts for in-game objects and particle effects
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Utilized working database knowledge
Multimedia Labs, LLC – (Contract Texture Artist / Interface Designer) Woodland Hills, CA
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Created 2D texture sets for ISP and POP interfaces
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Designed content for electronic software distribution
B1 Media – (Producer / DVD Game Designer) Sherman Oaks, CA
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Managed the project life cycles for the development of Disney “Set Top” DVD games
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Created custom game designs for various Walt Disney feature animations and film
Sony Computer Entertainment of America – (Creative Services Contractor) Foster City, CA
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Created presentation graphics for E3 2000, and set up/tear down of exhibit space
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Assisted in the pre-production / creation of the SONY E3 2000 Party
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Assisted Managers and Directors with daily functions
The 3DO Company – (Contract Game Tester) Redwood City, CA
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Involved with the creation and execution of QA Test Plans
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Reported, analyzed, tracked and updated bugs
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Communicated with Technical Support and development teams to resolve issues
Education
Academy of Art University 1997 to 2001 San Francisco, CA
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Bachelor of Fine Arts in Computer Arts
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Co-founder of first Traditional Animation Club, Iron Monkey
Glendale Community College 1995 to 1997 Glendale, CA
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Multimedia and Television/Radio Production and general education courses
Skills
Awards & Recognition
Marathon Runner 2008 to present
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San Francisco x2, Los Angeles x1, San Diego x1, Chicago x4, and Tokyo x1
Guinness Book of World Records 05/2010
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NovaLogic: Designed (The Straits of Malacca) the largest scale (64 sq. km. / 150+ multiplayer) FPS/Action level to date
Academy of Art University 05/2005
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Alumni of the Year Award - first recipient honored in Computer Arts
Published Titles / Lineage

