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Christopher
US-Virginia
Senior Producer
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Qualifications Summary
Highly driven, competitive, and successful senior producer powered with broad-based experience in software and game production. Possesses a comprehensive understanding of the software development process and QA best practices / methodologies. Well-versed in leading all facets of project life-cycle development, from conceptual design, implementation, and integration to delivering projects within budget and time constraints. Excels at mentoring cross-functional teams to provide cost-effective and high quality products. Recognized for critical eye for detail with proven effectiveness in a challenging and fast-paced environment.
Key Strengths
- Project / Product Management and Operations
- Software Engineering and Development
- Social Gaming, Social Media, Social Networks
- Agile, Adaptive, and Scrum Methodologies
- Continuous Process Improvement
- Outstanding Customer Relations
- Excellent Presentation and Negotiation Skills
- Competitive Market Research and Analysis
- Budget Implementation and Cost Control
- Direct and Indirect Channels of Distribution
- Problem Resolution and Decision Making
- Articulate Oral and Written Communication
Career Highlights
- Entrusted with overall management of two of the studio's three total products, Ultima Online (UO) and Dark Age of Camelot (DAoC), generating $30M in annual revenue
- Recognized for salvaging UO in July 2007 by reducing losses from 5,000 users monthly to 1,000-2,000 (to normal attrition) by effectively leading a team in designing and executing a plan of action that significantly re-established stability and growth to the product within a few months
- Produced a new retail expansion product (SKU) called “Stygian Abyss” that went live in September 2009, which resulted in tremendous user reception and which met subscriber retention and re-acquisition goals (UO)
- Pivotal for continued viability and profitability of one of the oldest MMO games in the market (UO)
- Retained $5M annual revenue to the studio despite severe staffing shortages and general studio de-prioritization of the product (DAoC)
- Regarded for the on-time delivery, creative execution and business success of two 30-50 person teams (UO and DAoC) over a period of three years
- Assumed P&L responsibility of both games and carried out product roadmap ownership (UO and DAoC)
Summary of Experience
SOFTWARE PROJECT MANAGEMENT AND PRODUCT DEVELOPMENT
- Applied leadership in software development that supported user experience, integration and connectivity
- Initiated the development of web services, feeds, and UI, then integrated them within the product
- Set priorities, defined roles, and owned systems, tools, and all software/game elements from concept to delivery
- Fulfilled expanded role in play-testing and debugging
- Defined and executed the company’s QA methodologies to adhere to both external and internal quality standards
- Ensured achievement of project development milestones and met quality standards for feature implementation
VIDEO GAME PRODUCER
- Played a vital role in setting the production strategy, timelines, and development processes
- Held primary responsibility for overall capacity planning for all short- and long-term development projects
- Designed and delivered original video games that were aligned with business objectives and market demand
- Instrumental in reconciling business and creative needs to create/maintain products with successful business models
- Led multiple advertisement campaigns across multiple franchises and platforms, obtaining game team and marketing team consensus
LEADERSHIP, SUPERVISION, AND TEAM BUILDING
- Determined staffing requirements: recruited, interviewed, and hired employees; oversaw personnel processes
- Provided creative and technical leadership and innovation for the online team that enabled timely, cost-effective, and high quality delivery of product updates and expansions
- Facilitated training to staff to build relationships, develop competencies and achieve maximum performance levels
- Worked collaboratively with designers/producers to define project features and relative scope
- Fostered a positive work environment to enhance team unity/morale in the fulfillment of corporate goals and objectives
Employment History
ELECTRONIC ARTS AT MYTHIC ENTERTAINMENT ~ FAIRFAX, VA (2001–2010)
PRODUCER II, DARK AGE OF CAMELOT AND ULTIMA ONLINE 2007–2010
PRODUCER I, DARK AGE OF CAMELOT 2007
CONTENT TEAM MANAGER, DARK AGE OF CAMELOT 2005–2007
GAME SYSTEMS LEAD, DARK AGE OF CAMELOT 2003–2005
QUALITY ASSURANCE SUPERVISOR, DARK AGE OF CAMELOT AND GAMING CENTER 2001–2003
FAYETTE DAILY NEWS ~ FAYETTEVILLE, GA
FIELD REPORTER / JOURNALIST 1997–2000
Military Background
U.S. AIR FORCE, ANDREWS AIR FORCE BASE, WASHINGTON, DC (TS: SCI SECURITY CLEARANCE)
Presidential Radio Communications: 1994–1995
Giant Talk (GCCS) Radio Communications: 1992–1994
MARS Radio Communications: 1990–1992
Education
MAJOR IN CREATIVE WRITING AND JOURNALISM, MINOR IN BUSINESS MANAGEMENT
- Community College of the Air Force (UMD Campus)–Andrews Air Force Base: 1990–1995
Professional Training
ELECTRONIC ARTS (2000–2009)
In the Game: Producer Training Series: 2007–2009
Difficult Conversations in Leadership: 2007
Advanced Review Writing/Interviewing: 2007
Development Director Boot Camp: 2007
U.S. AIR FORCE (1989–1995)
Radio and Computer Telecommunications Training: 1989–1995
Airman Leadership School: 1994
Technical School: Radio / Computer Telecommunications: 1990
Basic Military Training: 1989 / 1990
Technical Proficiency
Microsoft Office Applications| Adobe PDF | Flash | C and C++ Programming Languages| Mac OS X
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