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
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
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