With a proven track record at Global Worldwide Inc., I spearheaded the engineering, project management, and QA teams to launch Kingdom Maker, achieving significant improvements in user retention and app performance. My expertise in system architecture and leadership in cross-functional teams have been pivotal in driving project success and operational efficiency, showcasing technical and managerial acumen.
Overview
29
29
years of professional experience
Work History
VP of Engineering
Global Worldwide Inc.
Atlanta, GA
06.2019 - Current
Key role in the successful launch (from concept) of 4x mobile game Kingdom Maker. Responsible for all major engineering decisions, oversight of project management, and guiding all facets of development. Responsible for managing a worldwide remote team. Aware of all key components of the entire game tech stack, providing daily support to the team.
Reporting directly to the CEO, my role is the nexus of engineering, product, design, art, DevOps, and deployment. Collaborate daily with the product team to improve KPIs by monitoring key metrics, analyzing new user funnels, and implementing solutions for improvement. As a result, we have achieved target retention and conversion rates, with store ratings of 4.8 on Apple (US), and 4.5 on Google Play (across all countries).
Collaborated with senior management to define project requirements and deliverables. Directly manage project management and engineering to coordinate resources, and remove obstacles.
Responsible for all game software updates to production for the entire stack, enforcing quality processes to ensure that each deployment is successful. As a result, we have had zero "code red" incidents in over a year.
Implemented agile methodology across multiple departments to improve workflow efficiencies. Able to quickly identify slowdowns in processes, and implement solutions. This also included oversight of a refactor of the UI code to accommodate a larger team. This resulted in improved team efficiency, allowing the team to release new features at quality, faster.
Developed engineering strategies and objectives to ensure successful product launches. Worked directly with the team on a strategy to reduce memory fragmentation and garbage collection. This resulted in an 84% and 94% reduction in ANRs and crashes, respectively. Kingdom Maker's 28-day moving average ANR and crash rate are 0.13% and 0.08%, respectively, far below platform reqs.
Worked with the team to design and implement engineering solutions, where new software and game data can be deployed without maintenance downtime. As a result, KM has experienced only a few minutes of downtime in the last six months.
Oversaw the development of highly scalable backend microservices mesh, written in TypeScript, running on AWS, and scaling with K8s.
Guided the development of our data-driven design, allowing for fast deployment of game data at run time without requiring app submissions. This includes a feature toggle system, which allows us to remotely turn new features on and off at the touch of a button.
Technical Director
KIXEYE Inc
08.2012 - 06.2019
Responsible for recruiting, training, and development of the engineering, project management, and QA teams for Project Kingdom Maker.
Leadership role in both client and server architecture and development, making key decisions regarding middleware, tools, processes, pipelines, and reviewing game designs, while providing LOE and delivery estimates.
Collaborated with a team of 15 to launch the initial beta of Kingdom Maker in early 2019 on Google Play Store, gathering key performance metrics.
D1 retention exceeded targets of 25%, engagement crushed expectations, with average playing times of over ten minutes, and ratings were above expectations at 4.6.
Secured project approval by surpassing engagement and performance benchmarks.
Director of Development/Technical Director
THQ Inc
02.2010 - 07.2012
Led efforts in the advanced technology group, removing obstacles that blocked or hindered the project, 'WWE All Stars,' from shipping.
Responsibilities included correcting compliance violations, implementing downloadable demos in all territories, debugging/fixing crashes, and assisting in the final submission on Xbox 360 and PlayStation 3 platforms.
Responsible for managing, scheduling, hiring, and driving the deliverables of the studio title, UFC4.
President/General Manager
THQ Inc / Incinerator Studios LLC
07.2005 - 02.2010
Co-founder of a console software development studio.
Led successful growth from 5 to 55 employees, and transformed operations from a single project into a multiple-project studio.
Responsible for driving the timely completion of product feature sets within budget, financial and project planning, business development, hiring, managing costs, overseeing development and the final delivery of games.
Led the successful commercial delivery of five retail console titles on all home console platforms.
The studio maintained an overall 28% profit margin, generating $90 to $100 million in gross revenue, with low attrition, and timely results.
Was identified and asked by senior management to manage an additional 45-employee THQ studio after successful results, bringing the total size to over 100 employees.
Head of Software Engineering/Lead Programmer
Sony Computer Entertainment America
07.1996 - 07.2005
Contributed directly as the lead engineer to complete 'Twisted Metal 3' in less than nine months, despite having no previous code access. Sold over 1.2 million units.
Direct coding contributor and producer on 'Twisted Metal 4.' Completed on time, and sold over 1.1 million units.
Responsibilities included coding of game systems, graphics systems, scene management, tools, direct management of engineering leads, engineering schedules, code architecture and design, task allocation, memory management, optimizations, delivery of final code, establishing hiring standards, coding best practices, and structural team changes to improve results.
Was promoted to head of engineering, overseeing approximately 35 engineers to develop NFL and NCAA football titles on the PlayStation 2, and was actively involved in technical pre-planning for the PlayStation 3 with Sony Japan.
Education
Bachelor of Science - Computer Engineering
Boston University
06-1990
Skills
Cross-functional team leadership
System architecture
Application Development
Technical leadership
Project management
Continuous integration
Timeline
VP of Engineering
Global Worldwide Inc.
06.2019 - Current
Technical Director
KIXEYE Inc
08.2012 - 06.2019
Director of Development/Technical Director
THQ Inc
02.2010 - 07.2012
President/General Manager
THQ Inc / Incinerator Studios LLC
07.2005 - 02.2010
Head of Software Engineering/Lead Programmer
Sony Computer Entertainment America
07.1996 - 07.2005
Bachelor of Science - Computer Engineering
Boston University
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