Scott Bandy
Studio Head at Untamed Planet- Claim this Profile
Click to upgrade to our gold package
for the full feature experience.
Topline Score
Bio
Brooke Branch
Long story short: Scott Bandy is a force of nature. He’s an unflappably determined leader who can rally a team to his banner, and successfully steer them through the landscape of game development. He possesses a natural aptitude for engaging his teams at a range of levels; galvanizing them to apply their expertise, and empowering them to drive continuous improvement in both the studio and product. His super power is effective, meaningful involvement at all tiers of a project team. Scott takes a genuine interest in his people, and leverages his clarity of vision to foster an environment where quality, efficiency, open communication, data-driven decisions, and professional respect are enshrined as the watchwords of success. In his time at Wargaming, he developed a collaborative and cohesive leadership team which brought a new salience to our organizational goals and strategies. It was a pleasure working with Scott, and I’d welcome the opportunity to do so again.
Scott Cronce
I remember very clearly when Scott came to work at Electronic Arts in 1999. He was an excellent producer and I always liked working with him. Scott has a great positive attitude, very good with all types of people, and knows how to get things done. On the 007 games we had many tricky licensing issues that look like they were impossible to solve. Scott very tactfully handled the problem with data and got to the outcomes we needed to move forward. Without that kind of diligence, I don’t think we would have been able to make the games as good as we did. I really wish I have the opportunity to work with Scott again in the future!
Brooke Branch
Long story short: Scott Bandy is a force of nature. He’s an unflappably determined leader who can rally a team to his banner, and successfully steer them through the landscape of game development. He possesses a natural aptitude for engaging his teams at a range of levels; galvanizing them to apply their expertise, and empowering them to drive continuous improvement in both the studio and product. His super power is effective, meaningful involvement at all tiers of a project team. Scott takes a genuine interest in his people, and leverages his clarity of vision to foster an environment where quality, efficiency, open communication, data-driven decisions, and professional respect are enshrined as the watchwords of success. In his time at Wargaming, he developed a collaborative and cohesive leadership team which brought a new salience to our organizational goals and strategies. It was a pleasure working with Scott, and I’d welcome the opportunity to do so again.
Scott Cronce
I remember very clearly when Scott came to work at Electronic Arts in 1999. He was an excellent producer and I always liked working with him. Scott has a great positive attitude, very good with all types of people, and knows how to get things done. On the 007 games we had many tricky licensing issues that look like they were impossible to solve. Scott very tactfully handled the problem with data and got to the outcomes we needed to move forward. Without that kind of diligence, I don’t think we would have been able to make the games as good as we did. I really wish I have the opportunity to work with Scott again in the future!
Brooke Branch
Long story short: Scott Bandy is a force of nature. He’s an unflappably determined leader who can rally a team to his banner, and successfully steer them through the landscape of game development. He possesses a natural aptitude for engaging his teams at a range of levels; galvanizing them to apply their expertise, and empowering them to drive continuous improvement in both the studio and product. His super power is effective, meaningful involvement at all tiers of a project team. Scott takes a genuine interest in his people, and leverages his clarity of vision to foster an environment where quality, efficiency, open communication, data-driven decisions, and professional respect are enshrined as the watchwords of success. In his time at Wargaming, he developed a collaborative and cohesive leadership team which brought a new salience to our organizational goals and strategies. It was a pleasure working with Scott, and I’d welcome the opportunity to do so again.
Scott Cronce
I remember very clearly when Scott came to work at Electronic Arts in 1999. He was an excellent producer and I always liked working with him. Scott has a great positive attitude, very good with all types of people, and knows how to get things done. On the 007 games we had many tricky licensing issues that look like they were impossible to solve. Scott very tactfully handled the problem with data and got to the outcomes we needed to move forward. Without that kind of diligence, I don’t think we would have been able to make the games as good as we did. I really wish I have the opportunity to work with Scott again in the future!
Brooke Branch
Long story short: Scott Bandy is a force of nature. He’s an unflappably determined leader who can rally a team to his banner, and successfully steer them through the landscape of game development. He possesses a natural aptitude for engaging his teams at a range of levels; galvanizing them to apply their expertise, and empowering them to drive continuous improvement in both the studio and product. His super power is effective, meaningful involvement at all tiers of a project team. Scott takes a genuine interest in his people, and leverages his clarity of vision to foster an environment where quality, efficiency, open communication, data-driven decisions, and professional respect are enshrined as the watchwords of success. In his time at Wargaming, he developed a collaborative and cohesive leadership team which brought a new salience to our organizational goals and strategies. It was a pleasure working with Scott, and I’d welcome the opportunity to do so again.
Scott Cronce
I remember very clearly when Scott came to work at Electronic Arts in 1999. He was an excellent producer and I always liked working with him. Scott has a great positive attitude, very good with all types of people, and knows how to get things done. On the 007 games we had many tricky licensing issues that look like they were impossible to solve. Scott very tactfully handled the problem with data and got to the outcomes we needed to move forward. Without that kind of diligence, I don’t think we would have been able to make the games as good as we did. I really wish I have the opportunity to work with Scott again in the future!
Experience
-
Untamed Planet
-
Computer Games
-
1 - 100 Employee
-
Studio Head
-
Mar 2022 - Present
-
-
-
ArenaNet LLC
-
United States
-
Computer Games
-
200 - 300 Employee
-
Executive Producer
-
Aug 2018 - Present
-
-
-
Wargaming
-
Cyprus
-
Computer Games
-
700 & Above Employee
-
Head of Global Publishing Production
-
Jul 2016 - Present
-
-
-
Electronic Arts (EA)
-
United States
-
Entertainment Providers
-
700 & Above Employee
-
Sr. Producer
-
Jul 2021 - Mar 2022
-
-
-
Wargaming Seattle
-
Redmond, WA.
-
Product Director/G.M. Wargaming Seattle
-
Oct 2016 - May 2018
-
-
-
Activision
-
United States
-
Entertainment Providers
-
700 & Above Employee
-
Vice President of Production
-
Feb 2010 - Feb 2016
•Responsible for managing an annual >$50mm development budget, generating >$250mm in revenue •Relaunched the Sierra brand around the release of Activision’s first episodic, digital only title, King’s Quest. •Directed all phases of development, from concept creation, licensor pitches, milestone reviews and payment authorizations, QA cycle and 1st Party submissions.•Owned executive level relationships with licensors: Sony Pictures, Universal, Marvel, Hasbro, Fox, Warner Bros. and Nickelodeon, among many others•Instituted “best practices” for development cycles, operations, outsource management and utilization of central resources. Show less
-
-
Studio Head
-
Apr 2007 - Feb 2010
Authority over all day to day studio operations and directing project development. Responsibilities included but not limited to; strategic planning, staffing, and managing the directors of each discipline, developing AOP, interfacing with musical and voice talent, and facilities management.
-
-
Executive Producer
-
Apr 2005 - Apr 2007
Managed and directed an internal team of 120 developers toward the completion of X-men: The Official Game. The size of the team grew from 80 to 120 over the course of development.•Restructured the team and project to create a decision-making and production process that enabled meaningful productivity, increased morale and created a road map for completing the title in a challenging time frame and hit our contractual release date•Defined and implemented work-flow and feedback iteration loop that replaced what had been a very chaotic and undisciplined development environment •Personally recruited and hired over 40 developers across all disciplines enabling the timely completion of the title •Owned relationship with Fox, Marvel, as well as key V.O. talent navigating multiple layers and rounds of approvals Show less
-
-
-
Electronic Arts (EA)
-
United States
-
Entertainment Providers
-
700 & Above Employee
-
Producer, Sr. Producer
-
Oct 1999 - Apr 2005
Designed and oversaw development of mechanics, AI, UI, on-line multiplayer. Authored voice scripts and directed recording sessions, owned direct relationship with Madden. Responsible for game tuning and balance using in-house tools, Maya, and 3D Studio Max. Managed and directed iteration process, including reviews with EA ELT and Licensors. Designed and oversaw development of mechanics, AI, UI, on-line multiplayer. Authored voice scripts and directed recording sessions, owned direct relationship with Madden. Responsible for game tuning and balance using in-house tools, Maya, and 3D Studio Max. Managed and directed iteration process, including reviews with EA ELT and Licensors.
-
-
-
Microsoft
-
United States
-
Software Development
-
700 & Above Employee
-
Program Manager
-
Oct 1998 - Oct 1999
Managed and directed external studio for Midtown. Established milestone schedule, defined and prioritized features, managed and directed internal MS disciplines, coordinated efforts with sales and marketing. Managed and directed internal 40+ person internal team for NFL Fever. Designed and oversaw development of mechanics, UI, AI, managed relationship with NFL and STATS Inc. Managed and directed external studio for Midtown. Established milestone schedule, defined and prioritized features, managed and directed internal MS disciplines, coordinated efforts with sales and marketing. Managed and directed internal 40+ person internal team for NFL Fever. Designed and oversaw development of mechanics, UI, AI, managed relationship with NFL and STATS Inc.
-
-
Education
-
University of Oregon