Paul Cordick

[email protected]

ROLES


Project Manager, Producer, Development Manager, Production Manager, Art Manager, Outsourcing Manager

PROFILE AT A GLANCE

  • More than 14 years of industry experience, including management experience for some of the world's largest publishers and developers of games and animated films, including Electronic Arts, Ubisoft, Mainframe, Rainmaker Animation, and Gameloft
  • Project management, from design to delivery, using industry standard tools and methodologies
  • Experience with SCRUM, Agile, and Waterfall methodologies
  • Planning and managing outsourcing for large projects
  • Managing budgets, planning, reporting, and tracking for multiple projects simultaneously
  • Building and leading cross-functional teams to complete projects on time and on budget
  • Able to work under pressure, within tight deadlines
  • Skilled in needs analysis, scope vs. capacity and timeline, pipeline management, risk assessment, scheduling, and task management
  • Experienced 1:1 manager and mentor, with direct involvement in individual development
  • Managing balance of quality, creativity, and scope and capacity issues
  • Collecting and analyzing data to identify trends in development requirements
  • Ability to understand technical and design implications
  • Responsible for overseeing teams delivering multiple titles simultaneously

JOB HISTORY – KEY ACCOMPLISHMENTS

VFX Coordinator
Zoic Entertainment, Vancouver, BC

October 2013 to May 2014 (Contract)

  • Overseeing daily production of VFX for major network productions
  • Hands on management of artists involved in production
  • Tracking deliverables ensuring the output is up to the standard set by the client
  • Maintaining clear lines of communications between artists, leads and clients
  • Identifying possible problems with workflow and mitigating those issues before they arise
  • Designing and delivering educational modules, and providing mentoring on leadership

Studio Production Manager (Head of Production for HD Projects)
Gameloft, Yogyakarta, Indonesia

September 2012 to October 2013

  • Managing, budgeting, staffing, and running the daily operations of a cross-functional ~250-person studio building Android mobile games
  • Responsible for 6 cross-functional development teams, 6 producers, 2 managers, 50 Developers/Artists, and 200 QA staff
  • Responsible for strategic planning for the Android HD teams and the development of the staff
  • Overseeing the design, definition of scope, scheduling, tracking, client management, and delivery of all HD and HD+ games from the studio
  • Completing post-delivery evaluations on each of the teams (consisting of developers, game designers, and 2D/3D artists) and direct evaluations of producers, leads, and managers for all games in my department
  • Designing, developing, and teaching a program to build leadership principles and application, planning, tracking and troubleshooting methods
  • Working closely with the studio manger and HQ support to plan and roll out long-term development plans for the studio
  • Change management of the studio resources and facility in order to continue growing and adding new teams to take on new challenges
  • Titles completed since September 2012:
    1. Wonder Zoo (Android)
    2. World at Arms (Android)
    3. Heroes of Order & Chaos (Android)
    4. Order & Chaos (Android)
    5. Order & Chaos (Ouya)
    6. Dragon's Blade (Gree)
    7. Ice Age Village (Windows Phone 8)
    8. Kingdoms & Lords (Windows Phone 8)
    9. GT Racing 2 (Android)
    10. Block Breaker Teddy Donuts (Kakao Japan) (Android)
    11. Block Breaker (Kakao Korea) (Android)
    12. Uno & Friends (Kakao, Japan) (Android)
    13. Total Conquest (Windows Phone 8) (Android)

Instructor
VanArts, Vancouver, BC

September 2010 to September 2012


  • Teaching students in the VFX program about the methodologies and tools of production management
  • Instructing methods such as mind mapping, task breakdown, bucket accounting, and scope estimates

Producer
Ayogo Studios, Vancouver, BC

April to June 2011 (Contract)


  • Working with a small cross-functional team to build casual mobile platform games
  • Overseeing the design, scheduling, tracking, client management, and delivery of the game
  • Sourcing, and providing requirements, for outsourcing vendors

Independent Management Consultant
Vancouver, BC

2008 to 2012


  • Working with a variety of businesses to research, plan, and implement business plans and strategies
  • Planning, overseeing, and implementing growth and development processes
  • Working with companies involved in: mobile motion capture service, motion capture software and the development of a first person shooter game to be used as a training aid for a government agency
  • Established client facing relationships with companies like: Mustang Survival, Lockheed Martin, Governments, Nike, and Arc’teryx

Production Manager/Project Manager/Art Manager
Action Pants/Ubisoft Vancouver, BC

2008


  • Hiring and managing a team of artists and software developers to deliver AAA-quality assets for Pure Fotbol
  • Building relationships outside the core team, including the stakeholders, to ensure the successful completion of the project
  • Collaborating with production managers, art directors, software engineering leads, and executives to ensure assets and functionality are delivered as expected

Development Manager/Project Manager
Fusion/Artworks, Electronic Arts Canada, Burnaby, BC

2007 – 2008

  • Managing, leading, and mentoring a team of 28 artists to deliver AAA-quality artwork for multiple game titles
  • Establishing the workflow, approval process, delivery schedule, and integration process for outsourced assets
  • Creating initiatives outside the project team, such as developing a leadership training program for my direct reports, which included establishing a syllabus and delivering the training

Rendering Supervisor/Lead Render Technical Artist/Lighting Artist/Compositing Artist/Project Manager

Mainframe Entertainment/Rainmaker Animation, Vancouver, BC

2004 – 2007


  • Moving from entry-level to lead/supervisor in three years
  • Filling a number of roles, including artistic and managerial
  • Responsible for the first and last (thus far) production to score 100% from external QC vetting company
  • Creating a shot-tracking procedure and trackable workflow
  • Designing and implementing an error-tracking process to identify problems in the workflow
  • Strategic planning and risk assessment, which included preventing several productions from missing ship dates, thereby saving the studio hundreds of thousands of dollars

Web Developer/Graphic Artist/Project Manager, 

iChance Technologies, Vancouver, BC

2001 – 2002

  • Planning and executing change management for more than 200 client websites
  • Standardizing tools and templates for the entire team
  • Establishing a change process for all clients, ensuring next-day changes

Producer/Project Manager/Designer,
Inphinity Interactive, Vancouver, BC

1999 – 2001


  • Managing large cross-functional teams of more than 50 artists and developers at three different companies
  • Saving a floundering project from the brink of disaster, and ultimately delivering a high-quality product on time and on budget
  • Defining features and functions of products to create requirements specifications for online games

EDUCATION

  • 2007,EA University, Electronic Arts Canada, “Power-Up for Managers” and “Managing within the Law”
  • 2002 – 2003,Vancouver Film School, 3D Animation and Visual Effects for Film program, with a concentration in animation
  • 2000,Simon Fraser University, Project Management and Team Building
  • 1990 – 1996,Bachelor of Fine Arts in Visual Arts from the University of Victoria, with a concentration in digital media, photography, screen printing, and sculpture

INTERESTS AND HOBBIES


Reading, photography, cooking, watching films, SCUBA diving