EVERETT LEE RESUME

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EVERETT LEE Everett@EverettLee.com SUMMARY         Excellent leadership qualities, oral and written communication skills, team focused mindset, approachable personality Highly analytical, sharp mind, and problem solving skills developed from scientific training Fiscal responsibility ingrained from years of investing and development with a mentor from business development group Primary software used: Excel, DevTrack, Project, Product Studio, Perforce, Source Depot, 3DS Max, Maya, Mirai, Motion Analysis’ Motion Capture Software Suite Secondary software used: Character Studio, Photoshop Expertise in Xbox 360 development and tools Develop proficiency with tools extraordinarily quickly; reached production capability with Mirai in 2 days; learned Character Studio in a week Familiarity with Maxscript, MEL script, Unix and DOS scripting, proprietary scripting languages based upon LUA and Flash structure PROFESSIONAL EXPERIENCE SONY – SONY ONLINE ENTERTAINMENT, Austin, TX Sept 2008 – Present Producer – DC Universe Online  Management: Daily tracking and management of multiple cross-functional Scrum teams. Provided daily snapshots for each individual’s progress intra-Sprint. Coordinated daily operations of all Scrum teams with inter-Scrum dependencies. Identified, broadcast, and closed down on weekly inter-Scrum dependencies and high priority bugs. Drove shutdown on all demos since arriving, tracking and broadcasting status, remaining work and order of operations.  Additionally, drove establishment of memory budgets, development of content workflows, standard studio practices with Scrum, developed process for calculating capacity and variance in time estimates across the team, shepherded game through usability playtests, and mentored APs growth. MIDWAY – MIDWAY STUDIOS AUSTIN, Austin, TX Nov 2007 – Aug 2008 Line Producer – unreleased Xbox 360/PS3/PC title  Scheduling: Developed an empirically driven, bottom up long term project schedule. Developed and maintained the Vertical Slice milestone schedule. Closely tracked progress on the Vertical Slice in order to establish metrics for future development efforts.  Scrummaster: Daily tracking and management of multiple cross-functional Scrum teams. Bridged communications with Product Owners and set expectations for Sprint deliverables. Bridged communications between Scrum teams and facilitated work between teams to remove impediments towards Scrum team and project goals. Maintained daily snapshots and burndown charts of the team’s progress on Sprints.  Additionally, drove scoping and new vision of the project with a few key team members. 2 MICROSOFT GAME STUDIOS – TURN 10, Redmond, WA Feb 2006 – Oct 2007 Program Manager – Forza Motorsport 2  Scheduling: Scheduled Sprint deliverables with art, audio, and design teams and identified dev/cross functional dependencies. Developed bottom up schedule derived from bug database (with spreadsheets to dynamically forecast end date, account for per person time buffer, and adjust for available resources). Created and oversaw team-wide shutdown plan for key demos.  Task Management: Actively tracked deliverables and dependencies with area leads. Briefly managed day to day work of track art team. Created processes, outlined best practices, and monitored compliance when necessary.  Communications: Frequently brought together cross-functional groups to solve problems and close down on open issues. Broadcast team wide and functional group status as needed.  Release Management: Coordinated releases with Xbox Certification to ensure timely delivery of DLC and title updates.  Additionally, maxscripted after hours to expedite art production and implement content validation before hiring tools dev. Performance profiled tracks to drive work for artists when devs unavailable. MICROSOFT GAME STUDIOS – DIGITAL ANVIL, Austin, TX 2004 – 2006 Game Designer – unreleased Xbox 360 title  Game Designer – Design: Created interactive characters (state propagation, interruptible conversations, player tracking, traffic). Designed internal tools. Generated 2 out of 6 scenes for the Green Light presentation. Wrote and directed all dialogue for Green Light presentation.  Game Designer – Technical: Created scripts for design and audio departments, facilitating data check in. Game Designer – unreleased Xbox 360 title  Game Designer – Design: Multiplayer game design (game types, clan support, matchmaking, rankings, stat logging). Worked with MGS User Research investigating usability of core features and game theories. Lead investigation into frequency of interactions and level size.  Additionally, generated macro schedule for multiplayer from pre-production to release, worked with project manager allocating multiplayer headcount along generated timeline. ACCLAIM ENTERTAINMENT, Austin, TX 2003 – 2004 Game Designer – The Red Star  Game Designer: Level/mission design, mission scripting, real time cinematics scripting, collision mesh construction for nearly all levels.  Technical Artist/Designer: Collaborated with a tech artist to write scripts automatically culling nonvisible polygons in levels and creating scripts to perform data validation. MICROSOFT GAME STUDIOS – DIGITAL ANVIL, Austin, TX 2002 – 2003 Game Designer – Brute Force  Game Designer – Single Player: Level/mission design, mission scripting, real time cinematics scripting.  Game Designer – Deathmatch and Squad Deathmatch: Primary designer on multiplayer, level design, game mechanics, character/game balance.  Additionally, developed a mathematical system for rebalancing the single player game on Brute Force, completing subsequent balance iterations in an hour through the system. WOLFPACK STUDIOS, Austin, TX Director of Motion Capture/ Lead Animator – Shadowbane 1999 – 2002 3    Motion Capture Director: Developed a custom pipeline for Shadowbane. Shot, retargeted, and cleaned up all the motions for Shadowbane. Developed groundbreaking retargeting of human motions to non-human creatures. Lead Animator: Scheduled all animation tasks for Shadowbane. Produced all animations for creatures in Shadowbane and executed the schedule without a single missed deadline. Additionally, wrote Maxscripts cutting development time. Remodeled and retextured the third pass on the base human female character. Body actor for the majority of the motion capture sessions. ECLIPSE ENTERTAINMENT, Austin, TX 1998 – 1999 Animator/Systems Administrator  3D Animator: Learned 3DS Max’s Character Studio and produced a full combat set for the main character of the game within week of introduction to the tools.  Web Administrator: Maintained and updated the company web page, graphics design for interactive web applications.  Network System Administrator: Configured the server/mail server and all systems introduced to the network.  Hardware/Software Technician: Custom designed and built systems. Maintained and repaired systems and components on all systems. EDUCATION B.S., Physics, University of Texas, Austin, TX, 1998 COMMUNITY ACTIVITIES Kung Fu practitioner/ Instructor Autocross racing University of Texas water polo team Treasurer of Society of Physics Students Violinist - Concertmaster Award-winning journalist Active Investor – 20% annual yield in last decade

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