KEY ACCOMPLISHMENTS
Delivered four of the most profitable titles in the history of the Apple App Store including The Simpsons Tapped Out, The Sims 3, Monopoly, and The Sims Freeplay.
Awarded multiple Apple Editor’s choice awards and Multi-Platinum Console titles.
Administered multiple development teams from around the world including Russia, Australia, Philippines, United Kingdom, Canada, Spain, France, and Ukraine.
Developed over fifty Console, PC, Mobile, and Cross-Platforms titles with a 98% delivery success rate.
Launched and oversaw multiple titles with AAA franchises including The Simpsons, The Sims, NBA, NFL, Star Wars, Hasbro, DreamWorks, The Walt Disney Company, 20th Century Fox.
Directed engineering, design, art, production, and marketing cross-functional teams in multiple locations around the world.
Negotiated over fifty contracts with developers including the acquisition of multiple companies.
Cultivated key relationships with first party publishers including Apple, Google, Sony, Microsoft, and Amazon.
Mentored teams at University of Southern California’s world renowned Viterbi School of Engineering’s GamePipe Laboratory.
SUMMARY
As a veteran professional in the media and games industry, I have been leading production teams for over twenty years. My products have been played by over 500 million customers and generated over one billion dollars in revenue.
Producing exciting and innovative products is what drives my passion. In addition to managing and designing award-winning products, my skillset also includes business development, acquisitions, P&L management, post-launch live ops, cross-functional groups, concept, design, recruiting, and team building.
I’ve had the privilege to work with some of the most powerful brands and franchises in the world including: The Simpsons, Disney, Star Wars, X-Men, Wolverine, Shrek, Kung Fu Panda, NBA, and NFL to name a few. My teams have created some of the most innovative, fun, and profitable products for Sony, Microsoft, Apple, and Google.
20+ Years in PC / Console / Mobile / Online / Virtual Reality / Social Digital Space
Produced multiple Apple Editor's Choice and Featured New Games Awards
AAA Game, Motion Pictures Film, and Original IP franchise management
Freemium / Free-to-Play / Paymium / Premium / Ad Based Designs
Concept to Worldwide launch management of 50+ titles
Business Development Deal Negotiation & Execution
User Acquisition, Retention & Monetization
Cross-functional Discipline Coordination
PC / Console / Mobile / Live Services
First and Third Party management
Strategic Roadmap Planning
Game, UIX, Economy, Design
PROFESSIONAL EXPERIENCE
AGE OF LEARNING, INC (2015 - JAN 2017)
Executive Producer
Established new cross-platform Online Multiplayer / Virtual Reality projects.
Hired and managed internal and external development teams.
Direct day-to-day production of an internal team of twenty-five, including Art Director, Lead Programmer, Lead Designer, and Curriculum Team.
Manage external development team of over forty engineers, designers, and artists.
Accountable for all phases of product including concept, design, production, and post launch.
Collaborate with executive and development teams to map out production schedules and goals.
Provide leadership and guidance to an internal staff of producers, analysts, marketing and brand managers.
505 GAMES INC (2012 – 2014)
Executive Producer
Credits: Ember, Terraria*, Knight Storm**, Drawn to Life**, Chimpact 2 Family Tree**, Cat Tap Fever (creator and designer), Build-A-Bear Workshop: Bear Valley.
Established the 505 Mobile Games Division in 2012.
Expertise in Premium, Paymium, Free-To-Play, Freemium economies.
Skilled in PC, Console, iOS, Android, Amazon, Windows 8, and Windows Phone production.
Responsible for creating, discovering, negotiating and developing game content for mobile, Steam, and console projects.
Owned, contributed, executed on the product vision of all studio projects.
Member of the Worldwide Executive Studio Leadership Team and Greenlight Committee.
Managed Apple, Google, Amazon, and Microsoft relationships.
Accountable for all phases of multiple product development cycles including concept, design, marketing, publishing, and submissions.
Collaborated with executive and development teams to map out production schedules to strategically position major creative, production, and launch milestones.
Participated on a daily basis with developers, designers, analysts to build and simulate game economies for launch and post launch projects.
Directed day-to-day production on a number of pre-production and live titles.
Established and maintained relations with a number of external licensors and vendors.
Promoted collaborative production environments and foster an atmosphere of cooperation and communication.
Provided leadership and guidance to an internal staff of producers, associate producers, analysts, marketing and brand managers.
Reviewed and evaluated product concepts, designs, and developers for acquisition.
Presented concept and project status to executive staff on a weekly basis.
Led design / creative teams.
* Apple Editors’ Choice Award Winner, ** Best New Game Feature
ELECTRONIC ARTS (2005 – 2012)
Senior Producer
iOS Credits (from Concept to Worldwide Launch): The Simpsons Tapped Out*, The Sims 3* (The Sims 3, Adventures, Medieval, Ambitions), NBA Jam**, Need For Speed (Undercover, Most Wanted, Hot Pursuit) Tiger Woods PGA Tour Golf**, The Simpsons Arcade**, Monopoly (Monopoly, Monopoly Here and Now, Worldwide Addition) SkateIT.
Feature Phone Credits: EA ports Fight Night Round 3, The Sims 2 Pets, Need for Speed ProStreet, The Simpsons Minutes to Meltdown, The Simpsons Itchy and Scratchy Land, Kung Fu Panda, Need for Speed Undercover, The Sims 2 Castaway, MySims, EA Sports NASCAR ‘07 & 09, EA Sports MLB 2008, GI Joe, Monopoly Here and Now, Monopoly Tycoon, Monopoly Classic, Monopoly Worldwide.
Managed day-to-day production of over twenty titles.
Worked closely with the art, programming, QA, and game design discipline leads.
Established, maintained and enhanced creative relationships with outside developers, internal PR, Licensing, and Sales teams.
Served as a liaison between designers, artists and programmers by facilitating communication and creative exchanges.
Participated in planning marketing strategies for products and gave input into the development of marketing materials.
Assisted with the creation, development and implementation of game ideas and game design documents.
Oversaw documentation, testing and QA processes.
* Apple Editors’ Choice Award Winner, ** Best New Game Feature
ACTIVISION, INC (1996 - 2005)
Producer
Console Producing Credits: True Crime Streets of LA*, Shrek 2, True Crime Streets of New York, Star Wars Demolition, Vigilante 8*, Vigilante 8 Second Offense, Activision Classics*, Intellivision Classics, World Scariest Police Chases
* Platinum Award Winners
SKILLS
Concept to launch production design and management, game design, business development, premium and first party liaison, mobile and console development, premium IP management, SCRUM, database management, QA management, P&L ownership, marketing, forecasting, user acquisition, data analysis, product strategy, product roadmaps, live services, Agile, Waterfall, Word, Excel, PowerPoint, Keynote, Pages, Adobe Photoshop, Adobe Premiere, iTunes Connect, Apple Developer, Google Play Developer, Amazon Developer, Microsoft Windows 8 / Phone Developer, team building, mentoring.
EDUCATION
University of California Los Angeles, Bachelor of Arts, English
Cambridge University, Student Exchange Program
Mentor - University of Southern California GamePipe Lab
MEMBER
Producers Guild of America, New Media Council
International Game Developers Association