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Summary

Programmer, Producer, Small Business Owner. From engineering gameplay to managing 50+ person cross-discipline teams to producing digital advertising campaigns with a national reach, my drive is to enable teams to tackle technology challenges with creativity and unity.

 
Founded Prologue Games in 2013 and directed the studio's first episodic series which launched in 2015 and maintains a 92% positive user score on Steam.

Work History

September 2013Present

Founder/Director

Prologue Games

Secured investment and formed initial team to build studio's three episode series Knee Deep. Managed, Directed, and Produced internal team of 7 and over 70 external contractors to launch the series in on PC/Mac/Linux through Steam and the Humble Store. Maintained a tight schedule and hit each of the episode release dates, completing the series in March 2016. Managed event marketing through 11 tradeshows over 2 years. Secured console publishing for XboxOne and PS4 and hardware partnerships with Tobii EyeX tracking. Developed and published VR versions for Oculus and Vive. Knee Deep maintains a 92% positive user score on Steam.

November 2016May 2017

Project Manager

WillowTree, Inc.

Managed cross-discipline teams in support of mobile app and web development on clients including Wyndham Worldwide, Duke Health, and WillowTree's corporate website. Worked in a client-facing role, managing project backlog, coordinating with 3rd party vendors, and maintaining the internal production process.

August 2012August 2013

Producer

McKinney

Produced digital content for Mizuno Golf, Mizuno Running, Nationwide Insurance, Ruby Tuesday, Big Boss Brewing, Gold's Gym, and McKinney branded experiential installations. Played hybrid roles as a producer/ programmer on the Big Boss Beercade-the first arcade machine that automatically dispensed a beer after playing. Developed McKinney's R&D capabilities as both a programmer and producer in experiential installations including JingleJamz - a musical, Kinect powered digital OOH project. Advised on technical and production requirements for new business and quarterly client campaigns.

October 2010August 2012

Production Coordinator

McKinney

Managed production on interactive projects for Qwest/CenturyLink, Nationwide Insurance, Gold's Gym, and Ruby Tuesday. Created schedules, estimates, and coordinated resources with other Producers to manage high volume campaigns across microsites, traditional banners, landing pages, and facebook pages. Led and managed the client relationship on support of a client's.com site with 500k+ monthly unique visitors. Contributed to engine design and scope for unannounced social music game. Participated in new business pitches, RFPs, and award show entries. Incorporated new planning tools to improve team coordination on large quarterly campaigns.

May 2010October 2010

Production Consultant

Self Employed

Worked with a startup company as Project Lead to establish the foundation for an unannounced MMO. Identified and hired key personnel for lead positions, established engine licensing review, and led the team through the creation of a design doc. Created high level project plan for multi-year development with budget and staffing projections.

May 2008April 2010

Fallen Earth Project Manager

Icarus Studios

Reorganized and trained entire staff to use the Scrum production method. Guided the review and reconstruction of 600+ hours of gameplay in approximately 9 months. Worked with marketing, sales, and the community team to construct advertising campaigns. Managed and guided the creative and engineering content from pre-alpha through several betas and to launch. Maintained an aggressive post-launch schedule involving new content and features. Incorporated the company's first pre-production cycle. Directed 55 core and 20 contracted staff. Conducted video, web, and print interviews for publicity. Oversaw team development and hiring, conducted performance reviews, and mentored team lead growth. Helped establish creative goals and built plans for their implementation.

July 2007May 2008

Lead Game Engineer

Icarus Studios

Expanded responsibilities for server programming and game design implementation. Increased recruiting for both internships and full time positions, and managed the incoming recruits. Increased involvement with the Lead Designer and Lead Artist in planning and implementation as Fallen Earth moved from general development to increased content production.

August 2005August 2007

A.I. Engineer

Icarus Studios

Designed, programmed, and led a team of scripters and programmers to implement server and game engine requirements for both the MMO Fallen Earth and other demos/projects for Icarus Studios. Worked with designers, customers, and sales representatives to define goals and assist in project planning. Expanded previously designed mission system and instancing system. Worked in both the scripting engine and underlying server code. Implemented Artificial Intelligence improvements including line of sight cover positions and sound based detection of enemies. Recruited, trained, and led scripting interns from local universities.

Education

20012005

B.Sc Computer Science

NC State University

Certifications

SAFe® Agilist (SA) - 2017 - Certified to implement the Scaled Agile Framework©