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RESUME

Experience

GREE International, Inc.                                 02/2015 to Present                       San Francisco, CA

Senior Project Manager

  • 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

  • Own the release management / publishing submissions of monthly milestone builds on Google Play and iTunes

  • Provide project management tools to make dev team more organized by being more predictable, delivering on-time, quality products / new feature development

  • Experience with Live Operations events and monthly OTA content scheduling

  • 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

  • Integrated slot machines in Unity, game configurations and balancing in MS Excel using proprietary slot machine game engine / tech

  • Authored slot machine design documents communicating overall direction, theme, and gameplay mechanics for internal and external development teams

  • Investigated and secured art and audio outsourcing partners; provided daily feedback with internal Lead Artist to ensure project clarity and timeliness

  • Assisted with key word search, authoring iTunes and Google Play ASO (App Store Optimization), and integration of in-game advertising

  • Assisted with configuring the app infrastructure and testing builds for individual downloadable slot machines and new app / game releases

  • 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

  • Managed and provided quarterly reviews for eight (internal) direct reports and three (internal) managers

  • Managed the quarterly studio roadmap schedule

  • Hosted weekly Studio Roadmap meetings w/ cross discipline leads and studio leadership (plan vs. actuals)

  • Managed the day-to-day schedule (feature ramps, releases, and unplanned hotfixes) for live game studio

  • Raised risks and quickly identified solutions

  • Established studio processes; i.e. pre-production pipeline, cross-discipline costing, and playthroughs

  • Successfully planned product development to work around holidays, Company events and other unplanned outages

  • Standardized pipeline flow and definition of pre-production process

  • Responsible for quarterly production studio goals

  • 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

  • Studio Staffing POC - Tracked all headcount needs in collaboration with leads and People Operations

  • Maintained consistent and clear communication of development progress with external departments

  • Mentored Production staff

  • Fostered partnerships within our department and throughout all cross disciplines

  • Helped other cross disciplines establish their respective quarterly goals in relation to the studio at large

 

Lead Producer – CastleVille                                           12/2012 to 03/2013

  • Responsible for the day-to-day project management of CastleVille feature development

  • Established team alignment between individuals, pods, and the studio at large

  • Provided clear consistent and communication of all progress between (San Francisco, Dallas, and Bangalore) studios

  • Successfully planned all simultaneous product development and release timeliness to coincide with business goals

  • 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

  • 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

  • Managed the training and handoff for a live game transition between San Francisco and Bangalore studios

  • Championed Customer Support (CS) to reduce ticket count by prioritizing and allocating cross-discipline resources for pertinent bug fixes and player frustration issues

  • Owned the Production Org’s quarterly Objectives and Key Results (OKR’s)

  • 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)

  • Contributed to FrontierVille 2 pre-production and green light process, established the project calendar and milestone defintions / goals for next divisional project

  • Worked in tandem with San Francisco and Eugene Art, Design and Engineering leadership on pitch deck

  • Responsible for creating high level staffing and project milestone schedule from Concept to Live Product

  • Began preliminary set up for project infrastructure

 

     PirateVille (New IP - Cancelled)

  • Audited internal studio and external dependencies (i.e. Payments, eCrime, etc.) on remaining work to be completed for new IP launch

  • Created studio milestone schedule with definitions on what the team needed to accomplish in order to launch game

  • Managed the product development for the FTUE (first time user experience) and Start Now v2 pods

  • 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

  • Managed and provided quarterly reviews for eight (five internal + three external) direct reports and two (one internal + one external) managers

  • Helped repair external communication and relationship between Dallas and San Francisco studios

  • Created several process and consistency improvements for the studio

  • Prepared weekly and quarterly Production reports

  • Conducted weekly 1:1 meetings with all direct reports to provide mentorship, resolution conflict, and q&a

  • Instituting “best practice” process improvements to the San Francisco studio

  • Prepared transition plan between Dallas and San Francisco Production teams

  • Standardized all pods to offer consistent project management and predictable releases to stakeholders

 

Senior Producer – FrontierVille / Pioneer Trail           09/2010 to 07/2012

  • Responsible for the day-to-day project management of FrontierVille feature development

  • Managed the release lifecycles for ~50 features and three game expansions

  • Managed five (external) direct reports and two (external) managers

  • Trained external partners on how Zynga operates (Baltimore, MD, Bangalore, IN, and Eugene, OR)

  • Instrumental in the organization, staff planning and timing logistics for a smooth studio transition with the acquisition of Buzz Monkey Software vs. divisional priorities

  • Responsible for the relationship and production training of external development studio, Zynga Eugene

  • Created and maintained the Feature Release Milestone Calendar to better standardize all cross-discipline feature development into a multi-step milestone calendar

  • Successfully planned product development to work around annual holidays, company events and other unplanned outages

  • Clear communication of feature development progress between Zynga San Francisco and Eugene studios throughout all feature life-cycles

  • Raised risks and quickly identified solutions

  • Increased GREEN release health from 23% to 45% and reduced RED release health from 39% to 19%

  • Fostered partnerships within our department and throughout all cross disciplines

  • Improved our Producer’s overall project management skills to effectively handle unplanned challenges

  • 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

  • Organized Production lunches and to better unify the Zynga “StoryVille” divisional Production Org

  • Owned the quarterly Production team Objective and Key Results (OKR's)

  • Was consistently an excellent Production partner to my internal and external Product Management, Art, Design, Dev, QA, PA&S, and Community Leads

  • Transition readiness for Bangalore, IN

  • Contributed to establishing live game studio (night and weekend) on-call crisis prioritization protocol

  • Utilized and learned from People Operations management and training classes

 

Producer – FishVille                                                        07/2009 to 08/2010

  • Member of the initial concept team through final game hand-off to the Zynga Bangalore studio

  • Scheduled and adhered to initial aggressive / experimental four week development schedule

  • Managed FishVille marketplace; brainstormed / surveyed aquatic themes and created roadmap schedule

  • Spearheaded and executed the content pipeline earning $10.1 million over 13 months

  • Co-authored Production and Art job descriptions for Bangalore in addition to interviewing all candidates

  • Internal & External Art team manager (from concept, costing, creation, asset integration, and SLA cadence)

  • Hosted executive game demonstrations

  • Referred over 35+ cross discipline candidates throughout six years

  • 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

  • Cloned (MafiaWars) xWars game platform into fantasy genre

  • Managed artists, engineers, and designers to make the first 3D dungeon crawler on Facebook

  • Grew team from three to 27 and custom tailored development personnel for a fantasy / MMO

  • Co-introduced Agile Scrum to Zynga

  • Created studio capacity calculator in Excel Google Docs to assist Zynga Poker dev pod management

  • 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

  • Managed $300k production budget of cinematic outsourcing for pre-rendered full motion video (FMV’s)

  • Authored outsourcing milestone schedules & contracts

  • Quickly established and fostered an effective relationship with external development partners

  • Maintained the approval process for all art

  • Collaborated with script writers for game story outsourcing

  • Collaborated with sound designers for game audio outsourcing

  • Worked in conjunction with studio Operations to prepare 1st party submissions

  • 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

  • Managed the submissions process for game ratings certification with ESRB and international rating boards

  • Reviewed weekly / milestone builds to provide economic solutions towards development constraints

  • Authored and processed all milestone review documentation

  • Managed the external source code escrow (Iron Mountain)

  • Authored, maintained and published the production team calendar

  • Provided game demos to 1st party’s and press

  • Created milestone review presentations

  • Conducted extensive outsourcing due diligence 

  • 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

  • Managed day-to-day production including the development team schedule

  • Managed four cinematic artists & two art interns

  • Managed the production of in-game art assets and cinematics

  • Managed the submission process to publishers and maintained the approval process for all art

  • Sustained communication between team members, vendors, consultants, and publishers

  • Hosted weekly team meetings to discuss project status, identify bottlenecks, and create solutions

  • Organized art style guides, audio, design, and technical documentation

  • Assisted the Audio department for localization needs and optimization of voice over (VO) assets

  • Created in-game cinematics and character scripted events

  • Designed and implemented single & co-op levels for an action/adventure title 

  • Created rough environments in 3D, level logic, and camera placement

  • Created and maintained a physical and digital Art department archive

  • Researched, prepared, and followed through on all requisitions for team equipment needs

  • Assisted with the implementation of strategic objectives for the studio

  • 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               

  • Designed and implemented single & multi player levels for various campaigns

  • Conceptualized & illustrated additional terrains to maximize engine strengths

  • Converted levels to support other game modes / types (King of the Hill into Capture the Flag, etc.)

  • Created layout map screens, loading screens, and toolset thumbnails using Photoshop

Metro-Goldwyn-Mayer Inc. – (Contract Game Designer / Concept Artist)                 Santa Monica, CA

  • Created 11 custom game design concepts for the James Bond 40 Disc DVD Box Set

  • Authored design / development documentation

  • Designed storyboards for game play environments, User Interface and User Experience (UI/UX)

Black Ops Entertainment, LLC – (Game Designer)                                                    Santa Monica, CA

  • Wrote level walkthroughs/game play mechanics for Game Design Document (GDD) 

  • Implemented gameplay encounters with AI and customized scripts for in-game objects and particle effects

  • Utilized working database knowledge

Multimedia Labs, LLC – (Contract Texture Artist / Interface Designer)                    Woodland Hills, CA

  • Created 2D texture sets for ISP and POP interfaces 

  • Designed content for electronic software distribution

B1 Media – (Producer / DVD Game Designer)                                                         Sherman Oaks, CA

  • Managed the project life cycles for the development of Disney “Set Top” DVD games 

  • Created custom game designs for various Walt Disney feature animations and film

Sony Computer Entertainment of America – (Creative Services Contractor)                  Foster City, CA

  • Created presentation graphics for E3 2000, and set up/tear down of exhibit space

  • Assisted in the pre-production / creation of the SONY E3 2000 Party

  • Assisted Managers and Directors with daily functions

The 3DO Company – (Contract Game Tester)                                                           Redwood City, CA         

  • Involved with the creation and execution of QA Test Plans

  • Reported, analyzed, tracked and updated bugs

  • Communicated with Technical Support and development teams to resolve issues

 

Education

Academy of Art University                            1997 to 2001                                         San Francisco, CA

  • Bachelor of Fine Arts in Computer Arts

  • Co-founder of first Traditional Animation Club, Iron Monkey

Glendale Community College                                   1995 to 1997                                     Glendale, CA

  • Multimedia and Television/Radio Production and general education courses

 

Skills

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Awards & Recognition

Marathon Runner                                          2008 to present

  • San Francisco x2, Los Angeles x1, San Diego x1, Chicago x4, and Tokyo x1

Guinness Book of World Records                 05/2010

  • 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

  • Alumni of the Year Award - first recipient honored in Computer Arts

 

Published Titles / Lineage

 

  • LinkedIn Black Square

© MMXXIV by James Payne

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