TIM RYAN
SENIOR GAME PRODUCER
470-***-**** ***@********.***
SUMMARY PRODUCER SUCCESS STORIES
A technical and creative producer
with a track record of delivering
impactful, high-performing games
on time and within budget
PORTFOLIO & LINKS
https://firemuse.carbonmade.com/
https://www.linkedin.com/in/firemuse/
https://tinyurl.com/Producer-Voodoo
Lead and Executive Producer of slot machines and digital ports for AGS / Cadillac Jack where I grew production capacity from 16 to 52 games a year over 4 years and ported 50 games online. Director of Development for Casino Life Poker for Kaneva where I transitioned the team to a new platform and genre, launched in 8 months, and ran a live service on four platforms for over 2 years. Senior Producer at Hope Lab on Re-Mission, the first cancer- fighting serious game that literally saved lives, shipping on time despite inherited delays and an increased scope.
Publishing Producer at Sony for Frequency, the first online game for the PS2 and winner of a BAFTA for innovation.
PRODUCER SKILLS EXPERIENCE
Roadmaps / Scope Checking
Scheduling / JIRA / SCRUM Master
Design Documentation / Wiki
Budgeting / Hiring / Contracts
Process / Team Building
Engineering / Game Development
JUICY FACTS
• I love to cook and garden.
• I write science fiction novels.
• I like to mentor and volunteer.
QUOTES
“I have more ideas than time to
implement them. Don’t like an idea?
I will give you five more.”
VP HEAD OF GAMES • BRAVERY GAMING • AUG 2022 • AUG 2023
• Joined a startup with plans to grow a game studio
• Designed and patented skill game mechanics
• Startup pivoted to exclusively porting, position eliminated SOFTWARE ENGINEERING MGR • EVERI • AUG 2020 • AUG 2022
• Established best practices and eliminated technical debt
• Grew a team of 6 to 24 in 2 years and restructured into 5 units
• Ported multiple games to mobile web apps for online casinos
• Left to join Bravery to create original games
SR PRODUCT MGR • SCIENTIFIC GAMES • FEB 2019 • JUN 2020
• Drove iLottery roadmap and game design for US Market
• Increased game performance by an average of 3X
• Defended the PA Lottery in court as an expert witness
• Furloughed during pandemic, found work at Everi
DEVELOPMENT DIRECTOR • KANEVA • MAR 2016 • FEB 2019
• Restructured a social platform company into a game studio
• Soft launched Casino Life Poker in 8 months, full in 12
• Ran live operations for 2 years with 2 to 4 sprint point releases EXPERIENCE (CONTINUED)
EXECUTIVE PRODUCER • AGS • 2015 • MAR 2016
• Developed slot product roadmaps and ran production as part of a cross-discipline team
• Coded and maintained a production portal for roadmapping, milestones, team assignments and QA
• Shipped 52 mostly original slot games my final year, averaging over 4 games per month
• Awarded top prize for inventing the most slot machine system and game design patents LEAD PRODUCER • CADILLAC JACK • 2010 • 2015 (ACQUIRED BY AGS)
• Produced over 100 slot games, growing production capacity from 1 to 3 games a month
• Scrum Master in Version One, using data to inform the roadmap and headcount needs
• Transformed embedded testing to shorten the time in formal QA from months to weeks
• Secured, managed, and wrangled art and audio outsourcing for game skins with multiple contractors
• Ported 50 games to Flash or HTML5 for Amaya and PCI social utilizing external development teams LEAD GAME DESIGNER • MIDWAY • 2008 • 2009 (STUDIO CLOSED IN RECESSION JUST MONTHS INTO THE JOB)
• Lead technical designer on unreleased Unreal Engine 3.0 shooter “Gun Runner”
• Generated UI Flow diagrams, design specs, storyboards, and UE Blueprints
• Prototyped and rigged gameplay assets in 3D Studio and Havok SENIOR GAME DESIGNER • DAY 1 STUDIOS • 2006 • 2008
• Lead multiplayer designer on Fracture, released on PS3/Xbox 360
• Invented terrain deforming and physics game mechanics on a proprietary game engine
• Generated game levels, design documents, multiplayer scripts, weapons, vehicles, and smart objects
• Created several early prototype levels for F.E.A.R. 3 before leaving for Midway LEAD DESIGNER • THQ RAINBOW STUDIOS • 2005 • 2006 (PROJECT CANCELLED IN FAVOR OF YUKE’S)
• Overhauled the design of an ambitious in-house take on Yuke’s Smackdown vs Raw wrestling game
• Scope checked features and planned a roadmap of multiple releases to catch up to Yuke’s feature set
• Created a data entry tool and wrestler database for entering move sets and chaining animations SENIOR PRODUCER AND DESIGNER • HOPELAB FOUNDATION • 2003 • 2005
• The 5th Producer hired and HopeLab’s 4th attempt to create an ambitious cancer-fighting simulation
• Shipped on time and under budget despite being 2 months behind when replacing the last producer
• Solidified the design with stakeholder buy-in using focus testing to validate and support direction
• Managed relationships with a dozen contractors from translators to animators and sound designers
• Wrote and directed an hour of CG cut scenes to support the clinical goals and educational aspects PRODUCER • SONY COMPUTER ENTERTAINMENT OF AMERICA • 2000 • 2002
• Produced Frequency, the first online game for the PS2 developed by Harmonix
• Produced the Network Adapter Setup Disc packed in with the Network Adapter
• Gold Mastered 2 weeks early after inheriting a project behind schedule EDUCATION
3D MODELING @ COMPUTER ART INSTITUTE • CIS AND ART @ CITY COLLEGE OF SAN FRANCISCO
• Took courses exploring interests in computers and new media to prep for work in Silicon Valley