Resume
As a former Producer in the gaming industry, my role was a hybrid of traditional Program Manager and Product Manager toles. I have honed my skills in managing complex software projects with high expectations for creativity and innovation. My experience in ensuring that our products are not only fun but also meet aggressive deadlines has equipped me with a unique perspective that translates well into general software development. I excel in maximizing tight budgets and limited resources, all while fostering collaboration among diverse cross-functional teams to achieve outstanding results. This ability to balance creativity with practical constraints makes me a valuable asset as a program manager in any software development environment.
GamersFirst
May 2006 - Sept 2009
Project Manager
Kabam
May 2012 - Sept 2016
Senior Program Manager
Fogbank
(FoxNext Games)
Nov 2017 - April 2019
Senior Program Manager
Electronic Arts
Aug 2020 - Jun 2023
Principal Program Manager
Aeria Games
May 2010 - May 2012
Release Program Manager
ILMxLab
(Industrial Light & Magic)
Sept 2016 - Nov 2017
Senior Program Manager
Clik
Jan 2024 - Now
Founder
Ubiquity6
April 2019 - July 2020
Senior Program Manager
Experience Highlights
Below you will find an overview of my professional skills. Though forged in the video games industry, you'll find that my skills easily translate to roles within the greater technology sector.
PROGRAM LEADERSHIP
I have delivered multiple complex, creative software products from early stages to post-launch updates, including Star Wars: Secrets of the Empire (VR), display.land (AR/VR), Star Wars: Uprising, and Spirit Lords. I collaborated with leadership to define and iterate scope, plan and execute product roadmaps, establish milestones and review protocols, handled resource planning and allocation, defined development metrics and tracking systems, proactively identified risks and drove mitigations, ensured that deliveries met or exceeded quality metrics - all while meeting budget and timeline targets.
* Strategically coordinated interdependent development roadmaps for a game engine, toolset, and interactive experience, successfully enabling a 12-person team at Ubiquity6 to simultaneously advance 3 interdependent projects on a very aggressive timeline while avoiding resource conflicts. * Championed automated testing initiative at EA Mobile, collaborating with Technical Directors across multiple business units, halving headcount and saving $56k per month while maintaining quality standards. * Used data analysis to translate EA’s unreleased new-IP sports franchise mobile game’s Story Points to duration estimates, increasing 6-month milestone prediction accuracy from ±8 weeks to ±2 weeks. * Identified a critical knowledge gap and morale risks across a demoralized team at EA. I initiated a Unity Game Jam to create a focused training intensive relevant to the new project they would be starting on while reactivating the team’s energy. The positive reaction and efficacy of this program was apparent to all, and it became a formal part of the studio’s project kick-off process.
ORGANIZATION
LEADERSHIP
At EA, I was an influential participant of a cross-functional studio-wide Leadership Steering Group, collaboratively defining both annual studio business objectives and product priorities. In the vast majority of my roles, I was responsible not only for outcomes, but also for the morale, cohesion, and productivity of the team. I have also managed careers of and coached direct reports since 2018.
* Development Team sizes managed: Scaled the smallest 11 person team up to 30 for Fogbank, and co-managed as many as 110 cross-functional developers at Kabam. Typical team sizes directly under my oversight range from 35-50 cross-functional developers. * Managed, mentored, and advocated for up to 11 direct reports, including managers, across North America and Europe while at EA. Accomplished improved performance, team satisfaction scores, staff retention, and successfully advocated for the promotion of several team members from mid-level to senior staff. * Synchronized development across two studios and four business units; managing internal and external senior leadership, as well as celebrity relationships. * At Fogbank, built and mentored a 5-person program management team and led a 30-person cross-functional team for game, story-writing tool, and engine development. * Designed and implemented a talent identification program to assess and train high-potential employees for management roles, enhancing the internal leadership pipeline during a sustained hiring freeze at EA.
CROSS-FUNCTIONAL TEAM PLAYER
Beyond leadership, I served as the connective tissue between teams, stakeholders, senior leadership and executives, as well as external partners. I managed and communicated stakeholder expectations up and down, regularly reported project status, potential risks, roadblocks, and setbacks to stakeholders at all levels of various companies, from junior developers up to C-level executives.
* Routinely orchestrated cross-functional requirements sessions between design, engineering, and business stakeholders, resulting in clear, actionable technical specifications across all roles and companies. Prepared various presentations for different audiences to ensure vision, requirements, and outcomes were clear and understood by all parties. * At Kabam, reduced developer meeting time by three hours per sprint by introducing efficiencies sourced from async communication practices. * Evangelized Confluence and documentation maintenance best practices at Ubiquity6, reducing redundant development and centralizing current project documents for the 60+ person Augmented Reality studio. * Meaningfully improved collaboration between the previously adversarial development and quality verification teams at EA by building consensus between departments; converting a tense relationship into a productive partnership.
PROCESS POWERHOUSE
I love process. Designing, optimizing, retroing, iterating - all of it. Striking the right balance of enough processes to achieve the company’s goals without weighing people down is my specialty. I have been working with and evangelizing the Agile project management methodology since 2008, be it “pure” Agile or a hybrid with other methodologies to meet the team's needs.
* Pitched and led a VP-sponsored Agile adoption for The Sims team (130+ people) to successfully address inefficiencies and expose previously-hidden constraints and dependencies. * At EA Mobile, developed complex, evolving process frameworks for stage-specific software development—from prototype to live services—that responded to the development lifecycle, for a 115-person remote studio across two cross-functional core teams. * Modernized project tracking at EA, created a real-time project status view for team and stakeholders, and implemented dashboards that reduced reporting time from days to hours (80% reduction). * Implemented a dual-roadmap system on an EA Mobile title that balanced short term deliverables and business objectives with long-term software development, successfully minimized setbacks and kept both initiatives on track, increasing creative sprint completion rates by 40%. * Instituted Jira and Agile at ILMxLab, improved engineering sprint completion rates to 85%+ and helped the team overcome 2-month deadline delays.
TECHNICAL SAVVY
Working in software development, I have a high level understanding of a variety of technical concepts, from platform constraints to performance optimization. In all of my development roles, I conducted technical feasibility assessments for new project and feature proposals, identifying critical dependencies and technical debt implications that informed strategic roadmap decisions.
* Overcame development challenges by working with the EA Technical Director a to address technical debt while balancing new feature development, dedicating 20% sprint capacity to technical debt and 10% to bug fixes, allowing the team to reliably accelerate long development after achieving stability and performance metrics. * While at ILMxLab, made critical tradeoff decisions on R&D features, such as foot tracking vs hand tracking, successfully balancing user experience against product innovation. * Participated in architectural decision discussions at EA, recommending Unity over continued use of the proprietary engine, weighing the long-term scalability of the project against short-term knowledge gaps. * At Kabam, partnered with technical artists, rendering engineers and full-stack engineers to design and iterate rendering pipeline and bespoke Unity particle system, ensuring assets achieved both performance and visual fidelity goals.
PRODUCT OWNERSHIP
I translate business vision into executable product plans and deliverable features, balancing technical constraints with market needs. With deep experience in feature prioritization, user experience optimization, and game monetization, I've driven measurable business impact across multiple products and platforms. I've contributed to patentable innovations, developed successful business cases for strategic initiatives, and managed vendor relationships to extend team capabilities while maintaining quality and budget constraints.
* Granted Patents for Innovative Usability Features: 20190168112 | 10946268 | 10143916. * Conceptualized, researched, designed, built, and soft launched the prototype of a custom social management app - Clik. * Defined scope of work, negotiated contracts for, and managed relationships with outsourced vendors for Aeria Games, Kabam, and Fogbank. At EA, successfully put together a business case for increased PgM headcount during a restricted hiring period. * As a Product Manager at Kabam, unlocked counterintuitive revenue strategies and implemented data-driven monetization features in Kingdoms of Camelot, directly resulting in 27% revenue increase. * Evangelized improved user onboarding systems and successfully improved user adoption by 11% by implementing a new tutorial strategy for display.land at Ubiquity6. * Defined change management procedures at Ubiquity6 for product pivot from a computer vision project to a consumer-targeted game project.