Resume

MISSION STATEMENT

DRIVEN BY A PASSION FOR: PRODUCING, SHIPPING AND RELEASING GAMES AND CONSUMER EXPERIENCES ACROSS MULTIPLE PLATFORMS.

 

EXPERIENCE

logo humble bundle icon Humble Games – Senior Release ManagerOCT  2022 – Present

  • Leading the charge on process change and organizational initiatives
  • Driving alignment with devs, porting companies and internal stakeholders to unblock the release pipeline and to help plan releases pre and post-launch
  • Configuring our titles for submission compliance and helping to troubleshoot and solve live and post launch issues
  • Creating technical documentation and infrastructure process for driving internal and external compliance

Epic Games – Release Manager – March 2021 – Present

  • Bug triage, prioritization and driving communication on release blocking issues
  • Analyzing and helping to debug real time crash reporting and responding to live alerts as well as being prescriptive on release procedure and schedule outcome
  • Build health and release health analysis for Unreal Engine and Fortnite
  • Scheduling and app submission across PC, Mobile and Console Platforms: Nintendo, Sony, Microsoft and Geforce Now as well as owning and maintaining release partnerships with these companies

     18-182201_this-is-the-first-letter-of-the-google Google via Adecco – Technical Program Manager – Sept 2019 – March 2021

  • Owning and maintaining both process and schedule in order to deploy high profile mobile app releases – including deployment internally and externally across multiple development and release milestones
  • Regularly attending mobile triage meetings and meeting with QA, Engineering and Tech Leads in order to: surface, communicate and actuate on technical issues that introduce roadblocks into the QA and release process
  • Regularly collating feedback and input from various teams and stakeholders in order to ensure the release process is pragmatic, accessible and scalable for all stakeholders – always working toward the goal of stable and timely release trains
  • Using internal tools to generate and deploy RC builds to QA, Alpha/Beta groups and ultimately to submission and release, as well as analyzing crash and quality analytics between releases

    snapSnap Inc – Release Engineer 3April 2019 – Sept 2019

  • Maintaining high profile mobile app releases from inception to public release– triage, scheduling, troubleshooting and communication; including acting as a valuable information resource for other teams
  • Aggressively maintaining open lines of communication between internal stakeholders: QA, developers and the release team in order to triage crashes and other high-level issues pre and post app submission
  • Regular communication with contacts at Apple for escalation and app submission
  • Hosting and attending meetings with feature teams for giving high level release insight as well as communicating information from these teams back to Release

disneyDisney – Mobile Release Manager –  Sept 2018 – March 2019

  • Maintaining high profile customer facing releases from inception to public release
  • Cross-communication between various teams and stakeholders
  • Extensive usage of JIRA for coordinating releases across multiple platforms and brands
  • Fostering lines of communication between teams via regularly scheduled meetings
  • Maintaining a strong technical acuity and attention to accurate detail in order to distill and present issues to various stakeholders

  xboxMicrosoft Xbox – Release ManagerJuly 2017 – Feb 2018

  • Maintaining a highly analytical and technical acuity managing an aggressive and continual influx of various game console update builds from ingestion, to QA and ultimately to publication and release.
  • Attending daily status meetings in order to maintain a thorough knowledge of the state of multiple build releases, product features and planned deployment.
  • Coordinating with QA and other high-level stakeholders using Visual Studio in order to help track, evaluate and maintain an expedient flow of build releases across a multitude of internal and external groups
  • Cross-communicated with various internal teams in order to ensure they get the builds they need on devkits and evaluation consoles in order to debug and evaluate builds for press, media demos and GA release

      Microsoft Xbox – Games Sales Producer July 2016 – July 2017

  • Communicating and collaborating with internal resources and peers to publish games and sales content for the Xbox 360 and Xbox One dashboards across worldwide regions
  • Global UX Production – building game sales wireframes including: image layout, localization copy and placement
  • Programming and testing dashboard content in two Microsoft content management systems
  • Bug triage and task management/creation via Microsoft Visual Studio as well as Microsoft Sharepoint

 

Microsoft Xbox – Home Dashboard ProducerFeb 2015 – July 2016

  • Communicating and collaborating with internal resources and peers to publish content for Xbox Home across world-wide regions on the Xbox 360 and the Xbox One
  • Bug triage and task management via Microsoft VSO as well as Microsoft Sharepoint

 

  smashingTechnical Producer – Smashing IdeasJan 2014 – Sept 2014

  • Enabled clients to realize their vision and see products through inception and to market.
  • Managed resources, balanced the project budget and provided high level insight into the needs of the project to various stakeholders, team members and clients – helping to remove roadblocks in the production and development process.
  • Triaged bugs in Jira, delivering technical information to various members of both the client side and internal team.
  • White paper prototyping, sprint deliverables and UX production
  • Communicating very high-level technical information to the client and the client’s needs to our team’s developers

  bigfish Mobile ProducerBig Fish GamesJune 2012 – August 2013

  • Brokered timed exclusivity launches with external vendors such as, Google, Amazon and Barnes and Noble as well as fostering long term business relationships and maintaining open lines of communication on a regular basis with these partners
  • Worked closely with QA, marketing and business development, engineering and 54 partners in several countries across the world in order to successfully execute a mandate to bolster annual revenue by 400% in 1 year.
  • Fostered and maintained the initial relationships with key vendors and worked with hundreds of developers and publishers. Initiated and gathered data on key marketing tactics, working with various groups in house as well as external partners
  • Retail and content production for various Nintendo 3ds and DS titles

   Mobile Release Manager – Big Fish GamesMay 2011 – May 2012

  • Managed the release flow of mobile titles in a fast paced and ever-changing environment of content production.
  • Managing and leading a small team of build engineers, my responsibilities included: automating a high influx number of titles for production, testing and release.
  • Coordinated with QA and production teams as well as assisting with engineering planning, testing and implementation.
  • Drove a revamp of the QA, build engineering and submission processes

      Game Release Coordinator – Big Fish GamesApril 2008 – May 2011

  • Managing project flow and communicating with developers helping to acquire, manage, release games on both PC and Mac.
  • Scheduling titles daily for the Big Fish Mac Game portal and managing other various aspects of the portal and mac games. Copy writing, technical troubleshooting, icon editing/metadata placement and porting software.

 

OTHER EXPERIENCE

Software and Game Quality Assurance (various companies) – September 2006 – December 2008