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Product Owner Project Manager

Location:
Minneapolis, MN
Posted:
September 10, 2025

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Resume:

Peter Eckert

Minneapolis, MN 952-***-**** *******@*****.***

SUMMARY

●Hands-on leadership. I excel at finding solutions and overcoming obstacles through guidance, research and common sense.

●Twenty years of proven leadership developing, maintaining and managing creative and technical software teams ranging from 6 to 100 direct reports in a variety of production methodologies including traditional and Agile/Scrum.

●Extensive experience defining and managing top tier intellectual properties and licenses.

●Created, designed and managed over 50 products ranging from mobile and web to custom hardware-software solutions.

●Strong mentor for junior interaction designers and team members on usability, experience design, and strategy.

●Skilled in managing multiple simultaneous projects ranging from $10K to $32 million.

●Extensive understanding of resource management, budgeting, and scheduling for both internal and external assets.

PROFESSIONAL EXPERIENCE

Game Mill Entertainment – Minneapolis, MN

Producer/Product Owner May 2021 – August 2025

At Game Mill Entertainment, I led the production of multiple electronic entertainment titles across PC, console, and mobile platforms. From early concept through post-launch support, I was responsible for making sure each project hit its milestones, stayed on budget, and ultimately delivered a high-quality user experience.

Much of my work centered on collaboration—bringing together license holders, creative, technical, and marketing teams to align on product vision, prioritize features, and adjust roadmaps based on player feedback and market trends. I also managed the daily details: production schedules, resource allocation, and quality assurance, ensuring that by launch our titles were polished and stable.

I worked closely with marketing and PR to plan successful product launches that boosted sales right out of the gate. Ultimately, I’m proud to say I delivered multiple titles on time and under budget while raising the bar for development processes and team collaboration.

Concrete Software – Edina, MN

Producer/Product Owner June 2015 – May 2021

At Concrete Software, I led cross-functional teams of nearly 20 people in building interactive software titles across Apple, Android, PS4, and Xbox One. My role spanned the full product lifecycle—from shaping the initial concept and roadmap to guiding development, release, and post-launch updates.

I partnered closely with stakeholders to prioritize features, define user stories, and balance business needs with player experience. Working with the UX/UI team, I analyzed engagement data and refined our products to boost satisfaction and retention.

One of my biggest contributions was implementing process improvements that streamlined our workflows and accelerated delivery. I also directed regular product updates to ensure that our mobile titles continued to evolve and perform well long after launch.

Interactive Data – Minneapolis, MN

Project Manager January 2011 – August 2015

As a Project Manager at Interactive Data, I oversaw the delivery of websites and web-based tools for the financial industry. This meant everything from gathering requirements with clients, through design and development, to final delivery.

I collaborated directly with clients to shape product vision, define usability requirements, and ensure we delivered solutions that met both functional and business needs. Internally, I coordinated across design, development, and QA using a mix of Agile and Waterfall practices, depending on the project.

A key highlight was training staff in Agile methodologies and successfully rolling them out across the company—an effort that improved timelines, boosted collaboration, and opened new opportunities for client partnerships.

Wells Fargo – Minneapolis, MN

Sr. Business Analyst (Contractor) June 2010 – August 2010

In a short-term engagement with Wells Fargo, I helped lead the transition from Waterfall to Agile methodologies. I partnered with Business Analysts to write user stories and guided multiple teams in adopting Scrum practices.

By the end of the project, I had successfully transitioned more than 50 developers, QA staff, and analysts to Agile, leaving behind training materials and workshops that enabled the teams to sustain the change long after my contract ended.

Blue Fang Games – Boston, MA

Project Manager / Product Owner January 2006 – September 2006

At Blue Fang Games, I served as the primary liaison between our internal development team and the publisher. I was responsible for defining the vision for a new genre of interactive software and making sure the end product lived up to both user expectations and business goals.

I introduced Scrum practices to the studio and the publisher, which not only improved collaboration but also strengthened our negotiating position with more agile requirements. From roadmap planning to interactive demos, I guided the product from concept to reality while keeping the team and stakeholders aligned.

OTHER EXPERIENCE - 15 years designing and producing over 50 interactive experiences

Warp The Form – Minneapolis, MN

Director of Development April 2007 – May 2011

Developed and managed all aspects of business relationships including securing and negotiating contracts, developing concepts, and securing future business development for online, educational and mobile applications.

Stainless Steel Studios – Boston, MA

Producer April 2005 – November 2005

Internal Producer managing 105 team members on a $32 million project. Maintained schedules and maximized quality in a wide-ranging variety of aspects in the game, with primary responsibilities in the art and design teams. Corporate downsizing closed this position.

Atari – Edina, MN

Producer August 2001 – December 2004

External production role on over fifteen projects across multiple platforms, typically managing two projects at once. Responsible for building and maintaining relationships with external developers; creating and maintaining franchise properties.

Activision – Minneapolis, MN

Producer September 1998 – August 2001

I’ve overseen more than twenty projects across consoles, PC, and mobile—ranging in scale from lean $100K productions to blockbuster $15 million titles. I’m used to juggling four major projects at a time, building strong partnerships with external developers, and driving the growth of franchise properties that keep users coming back. Was hired as Customer Support and promoted to full producer in 6 months.

SKILLS

Agile Methodologies: Deep experience with Scrum and other Agile frameworks, from coaching teams to implementing full organizational transitions.

Product Management: Skilled at defining product vision, prioritizing features, and managing roadmaps from ideation through launch.

Cross-functional Leadership: Strong collaborator who brings technical, creative, and business stakeholders together around shared goals.

User Experience (UX): Committed to data-driven design, integrating feedback and analytics to improve user engagement.

Project Management Tools: Proficient in Jira, Trello, and Confluence.

Data Analysis & Reporting: Adept at turning product data and user insights into actionable improvements.

Released Software

Console / PC:

oThe Karate Kid: Street Rumble

oCobra Kai 2: Dojos Rising

oDeer Hunter 2004

oDragon Ball Z: The Legacy of Goku

oCabela’s Big Game Hunter

oAdditional titles available upon request

Mobile

oPGA Tour Golf Shootout

oRapala World Tour

oPBA Bowling Challenge, Spades

oNHL Target Smash

oMy Arcade Empire.



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