Dave Jimenez
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Topline Score
Bio
Experience
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As a contractor for multiple start ups, guided teams to execute on concepts to launch and maintain projects based on data. • Worked with project leads on to define app features and hire staff • Composed business plan for pre-funding presentation to potential investors • Created monetization strategy and beta launch plan • Generated social media and viral marketing campaigns • Researched game engines used to create project • Communicated with peers to keep abreast of mobile game trends and technology updates • Defined KPIs for live product where team could react to data and adjust project Show less
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As instructor, contributed to the design tract where students could earn a game design degree. • Created material for Entrepreneurship and Production, Freemium and Monetization and Video Games Business classes • Taught underclassmen and graduate level students how to create and maintain a successful new business. • Guided senior level students to manage large teams and to create and maintain project task backlogs for external projects. • Introduced first year students to Game Development roles, teaching them about games’ origins, and helped them execute projects in Game Engines guiding them to choose their disciplines in the game industry. • Reviewed students’ midpoint and final projects. • Mentored students to gain jobs in professional organizations. Show less
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As Assistant Producer, managed resources for development of licensed products. • Managed communications between offsite publisher QA and development team • Communicated daily with external publishing partner to create tasks • For Spongebob Squarepants: Moves In, reviewed features for Christmas and Valentine’s Day holiday events • Created builds for internal testing and publisher approval • Coordinated team for live support during Christmas and New Year holidays • Managed internal development team to deliver product on schedule • Verified features for submission to publisher Show less
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As Project Management and User Acquisition Expert, created Player Re-engagement strategy for premium game, Redeemer: Mayhem. Communicated with developers about potential release and live operation strategies. Reviewed potential publishing partners’ products to expand catalog in Latin America. Generated social media content to attract new users to products and brand through Facebook and Twitter. • Composed user surveys to test products for potential distribution in Latin America. • Created key marketing assets for pre-launch campaign of upcoming product. • Trained staff in Mexico to execute player re-engagement plan. • Created analytic trigger events for Dream Heroes iOS / Android. Show less
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As Glu’s Live Producer, created process to extend revenue earning lifetime of AAA mobile projects. On games like Blood & Glory: Legend and Eternity Warriors 2, designed game features such as a PvP win streak bonus with leaderboard tracking and consumable performance buffs. As Associate Producer managed teams in LA, Canada, China, Brazil and Russia to achieve company goals. Reviewed and presented potential publishing partners’ products to grow third party publishing catalogue. • Earned Scrum Master Certification and prioritized backlog for Blood & Glory and Eternity Warriors franchises. • Created live monetization plan for released product based on cohort and trend analysis. • Tuned game economy and difficulty by creating bundles with Unity. • Drove analytics to track significant events, e.g. player drop out, level completion and item buy rate. • Created and executed promotion schedule to sustain DAU and revenue. • Planned and executed AB tests to improve average play time per session, and increased revenue for Blood & Glory and Eternity Warriors franchises as much as 50%. • Troubleshooted games’ servers 24/7 to ensure best game experience for over 100,000 concurrent players. • Captured video and images and composed text for Apple featuring. Show less
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Served as lead production contact to launch beta and live version of top licensed children’s Flash based MMO. Created processes for QA, deployment, and live maintenance. Managed teams in LA, San Mateo, Argentina, Canada and the Philippines to successfully launch code during beta tests and worldwide live. • To ensure quality product launches during beta and worldwide release, created build process to merge code from multiple partners. • Created the hot fix document to allow teams to quickly verify and deploy critical fixes such as transactions not being recorded by billing. • Tracked game and web services builds to keep code from four remote sources synchronized when not merged. • To maintain testing quality, scheduled, organized, and instructed thousands of testers in the Philippines, Canada and California to test connectivity issues during real time load tests. • Led teams during scheduled server downtime and emergency maintenance at any time of day. • Interviewed potential candidates for senior publishing production team. Show less
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Served as production leader for beta and live operations of Champion Online MMO. Acted as the interim QA Manager, created focus on functionality and creativity. As Publishing Associate Producer, led the collective efforts of development, server team, marketing, community and QA to successfully launch and maintain Champions Online. To ensure product quality, created major milestone timeline and streamlined communication between groups. using Confluence and Bugzilla. After Atari acquisition, integrated QA manager and team into the development culture, • Before and during beta playtest, led development, marketing, community, and QA teams. Made key decisions to extend or cut sessions due to product quality. Tabulated data to drive schedules on game and backend features. • For beta release, screened and translated all potential issues, helping community team to efficiently communicate with players. Show less
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Played a key role in producing a game that personified the standards set by George Lucas. In Brisbane, Adelaide and San Francisco, ensured that standards were met on each delivered build. In Australia, optimized QA process to achieve executive goals. Reviewed code for potential partners following decision to develop DS version. • Managed pipeline between LucasArts, Lucasfilm, Krome Studios and n-Space to guarantee that Star Wars art assets remained secure. Obtained all legal and licensing approvals for source assets. • Served as Lead Producer on PSP version, which received E3 Best PSP Action Game Award (IGN), 2008. • Gave interviews, and captured video and images for multi-million dollar marketing campaign. • Served as primary reviewer for all design, art, documentation and code before presentation to executives. • Managed the QA Devtrack database to keep all pre-release issues synchronized, reducing number of duplicates and ensuring development and publishing teams worked on the same code. • Interviewed management candidates for production staff. Show less
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Managed two high risk stores, surpassing profit targets and reducing product loss by actively coaching staff, executing promotions and championing new in-store programs. Gained invaluable consumer insights while advising customers about games,
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Created new centralized QA team, improving the pre-release review process and ensuring the quality of all EA products. • Hired 700 full time employees and over 1000 temporary employees per testing season for franchises like Madden Football, The Sims, Tiger Woods PGA Tour Golf and the launch of EA.com. • Created and developed award winning new hire training program (2001 Testing Teamwork Award, 2002 Unsung Heroes). • Mentored 15 employees for leadership roles. • Recruited, trained, developed, set objectives for, assessed and administered pay for 1700 people. • Conducted seasonal reductions in force at the end of each testing season. Assisted employees with placement in customer support, production, art and design. Show less
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