Alexia Christofi

Associate Producer II at DICE (EA Digital Illusions CE AB)
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Contact Information
us****@****om
(386) 825-5501
Location
Greater Guildford Area, United Kingdom, UK
Languages
  • French -

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5.0

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Tim Nolde

I worked with Alexia on Fable Legends and as a developer Alexia was the best kind of producer you could have around. She would regularly chase up any issues you would have and also be proactive in ensuring that you could work on your tasks in a smooth manner, allowing you to just focus on work. She isn't afraid to learn new aspects of game development to try and assist the team in finishing their tasks and has a great relationship with the entire studio. Alexia also cares greatly about the quality of the project and would regularly help regress bugs, collate feedback and sort out blockers. Alexia has achieved an incredible amount and I know she will be a good asset to any project as she becomes one of the stars of the games industry.

LinkedIn User

Alexia's enthusiasm and drive is inspiring, and she's a joy to work with. Her ability to ensure the audio team were able to carry out their work effectively was crucial to our workflow. Alexia's attitude and presence at the studio made it a fantastic place to work, and she never fails to keep spirits high when deadlines are tight.

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Experience

    • Sweden
    • Computer Games
    • 300 - 400 Employee
    • Associate Producer II
      • Dec 2021 - Present

      I currently lead the meta team, meaning I am responsible for delivering all engagement features for Battlefield 2042, including but not limited to progression, the players collection, weekly missions, gameflow and social features and the battlepass. I ensure quality in our live service game by leading a cross discipline team of around 50 incredibly talented game developers. I help them work to the best of their ability through prioritisation, chasing and facilitating, helping them focus on the most important features and unblocking them where I can. We keep focus through regular software reviews and touch points. I am responsible for setting goals and sharing the product vision with the team, so everyone has confidence in what we are building and are proud of the product we create. Regularly present our work to leadership and at team meetings of over 500 people, alongside presenting to the press, members of our community, and the wider EA fanbase. I present Battlefield Briefing videos which are used to share updates to our fans and the Battlefield community, and conduct interviews and presentations with the press. I have a strong emphasis on healthy, collaborative team culture, and regularly introduce initiatives help improve our studio culture. Show less

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Associate Producer
      • Nov 2020 - Dec 2021

      Started my EA career working at Criterion Studios on Need for Speed, owning a feature area and working closely with the UI/UX team. Then moved on to working on Battlefield 2042, where I was responsible for most engagement features and ran and lead a team of developers working on all progression and the players collection. my role includes prioritising features, facilitating the team, liasing with upper management along with a host of other responsibilities such as inspiring the team. Show less

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Producer
      • Aug 2017 - Oct 2020

      • Producer for the tools and technology team on the VR team at PlayStation London Studio, having shipped Blood & Truth we're now working on unannounced titles. • Responsible for the scheduling and production of the team working on our own in house engine and tools. • Coordinating with the wider team leads on requests and bugs with the tools and engine, through backlog refinement meetings and Jira tracking. • Solely responsible for the localisation and age ratings process across the project. • Media trained by Sony to attend multiple press and consumer shows internationally. • Was a pivotal team member in the mastering of Blood & Truth, facilitating the studio to ensure everyone could work to the best of their ability and we were focusing on the right tasks • Took the lead in running the performance and optimization efforts by creating performance strike teams, commissioning performance data tracking and communicating our performance status out to the wider team. • Implemented processes to keep the build stable, such as a pre-submit system to test work before check-in, a build lock permissions system and ensured autotests were passing as often as possible. • Strong interest in studio culture. - Introduced a system for recognising each others achievements in the studio - the 'Big Ups' weekly mail. Show less

    • United Kingdom
    • Computer Games
    • 100 - 200 Employee
    • Producer
      • May 2016 - Aug 2017

      · Previously worked on two Google projects for Daydream VR · Responsible for ensuring the Google projects shipped on time and in budget · Communicating status to all stakeholders. · JIRA task tracking, facilitating backlog refinement meetings, coordinating with the Game Director on task priority and scope · Liaising to ensure project communication across all stakeholders (Game Directors, Discipline Leads, Development Staff, other Production staff, Senior Management, Publishing Teams, Finance and Administrative Teams). · Spearheaded bringing an agile methodology into a studio who had only ever used waterfall. Show less

    • United Kingdom
    • Computer Games
    • 100 - 200 Employee
    • Assistant Producer
      • Mar 2016 - Apr 2016

      • Strong emphasis on driving forward success in a large team• Scrum master and producer for four scrum teams• Day to day tasks include generating, assigning out and regressing bugs; daily stand up meetings to keep the team focused; setting up regular reviews with the lead designers, animators and artists• Put in place a process called the ‘Build Marshalls’ to improve how the team respond to and track build breaks• On Call Tier 1 ‘Live Ops’ for the Fable Legends Beta. Responsibilities include being on call for any serious issue reported through our automated alerts, investigating issues through our live telemetry data and messaging out to the beta audience when issues occur. Show less

    • Production Assistant
      • Jun 2015 - Feb 2016

    • United Kingdom
    • Computer Games
    • 100 - 200 Employee
    • Production Intern
      • Jul 2013 - Jun 2014

      Have worked on 2 titles so far in my time at Lionhead, Fable Annviersary and Fable Legends. During my time I've gained experience in a wide variety of production tasks, which has increased my level of understanding on a production level. I am now a competent and confident user of Microsoft Excel, Perforce, and Hansoft. I also assisted many members of my team with tasks that they man not necessarily have time for, and thus have had to use software that I hadn't used before, such as the Unreal Engine. I also was given ownership over and was the main port of call for localisation and dealing with age ratings boards whilst on Anniversary, and during my time on Legends I am being given a number of scrums to plan and run. I have accrued various skills whilst working here, including but not limited to: Project management, time management, scrum, sprint planning, localization, rating agency relations, team management, competent in the use of Xbox 360 and Xbox One software and hardware, facilitating a team, a wider knowledge of software used in the games industry, and a hugely increased knowledge of the Microsoft Office Suite. Show less

Education

  • Portsmouth University
    BSc Computer Games Technology - 1st class honours, Computer games technology
    2011 - 2015

Community

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