Timothy Dansie

Technical Associate Producer - Snowdrop Engine at Massive Entertainment - A Ubisoft Studio
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Contact Information
us****@****om
(386) 825-5501
Location
Malmö, Skåne County, Sweden, SE

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5.0

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Pia Winther

Not having worked with Timothy directly, I have still had some discussions and collaborations across projects during his time in Funcom. He strikes me as an organized, diligent and hardworking individual who goes out of his way to find best practice methods for his team to achieve their goals. He is goal-oriented, thorough and efficient and has great results to show for it. Furthermore his proactive attitude is admirable. I'd love to work with Timothy again in the future, should I ever have the chance to.

Glenn Cottrell

Tim was a detail orientated and dedicated producer. He was always diligent and able to help out whenever or with whatever I need. Tim was a pleasure to work with.

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Experience

    • Sweden
    • Computer Games
    • 500 - 600 Employee
    • Technical Associate Producer - Snowdrop Engine
      • Feb 2020 - Present

      • Working with a broad range of Technical Disciplines and their key users throughout the organization • Observed tech team optimal work practices and applied agile methodologies to allow them to continue while attaining balanced workloads and visibility to stakeholders. • Gained a closing mindset by working closely with industry leading project closers to wrap up and ship large scale projects. • Organizing and optimizing the workflow to ensure a simpler and clearer coordination. •… Show more • Working with a broad range of Technical Disciplines and their key users throughout the organization • Observed tech team optimal work practices and applied agile methodologies to allow them to continue while attaining balanced workloads and visibility to stakeholders. • Gained a closing mindset by working closely with industry leading project closers to wrap up and ship large scale projects. • Organizing and optimizing the workflow to ensure a simpler and clearer coordination. • Planning, scheduling, and ensuring the delivery on time, with the required quality. • Identifying risks, issues, and planning for mitigation in order to reduce impact on the content, schedule and/or quality • Tracking the teams’ progress and initiating contingency plans if necessary • Ensuring proper bug management (reports, priorities, etc.) • Leading and managing senior staff members and helping them develop a culture of feedback and constant improvement • Determining human resource needs and following up on the hiring and assignment plans • Building successful partnerships across the organization

    • Associate Producer - Snowdrop
      • Mar 2015 - Feb 2020

      Associate Producer developing the Snowdrop Engine for Tom Clancy's: The Division and Division 2. Collaborating with Avatar: Frontiers of Pandora, Mario Rabbids Kingdoms, Starlink: Battle for Atlas, South Park: The Fractured but Whole and more.

    • Canada
    • Computer Games
    • 1 - 100 Employee
    • Associate Producer
      • Dec 2014 - Mar 2015

      Assisting in the transition from Funcom Games Canada to Nvizzio Creations I am very proud to have been a founding member of the team and I look forward to Nvizzios future. For enquires for positions or business opportunities at Nvizzio Creations Inc. (Formerly Funcom Games Canada who I represented at Montreal International Games Summit 2014) please contact Kim Pasquin Assisting in the transition from Funcom Games Canada to Nvizzio Creations I am very proud to have been a founding member of the team and I look forward to Nvizzios future. For enquires for positions or business opportunities at Nvizzio Creations Inc. (Formerly Funcom Games Canada who I represented at Montreal International Games Summit 2014) please contact Kim Pasquin

    • Norway
    • Computer Games
    • 300 - 400 Employee
    • Associate Producer of Game Development
      • Sep 2012 - Dec 2014

      With a company re-structure I stepped up with the additional workload as an Associate Producer focusing on the development of several concurrent games projects, prototypes and pitches. Calling upon my wide range of experience in quality assurance, publisher liaison, pipeline development and project management I was able to combine a lot of my skills to succeed at the following responsibilities: Project • Define, manage and monitor project milestones for multiple concurrent… Show more With a company re-structure I stepped up with the additional workload as an Associate Producer focusing on the development of several concurrent games projects, prototypes and pitches. Calling upon my wide range of experience in quality assurance, publisher liaison, pipeline development and project management I was able to combine a lot of my skills to succeed at the following responsibilities: Project • Define, manage and monitor project milestones for multiple concurrent projects. • Co-ordinate and follow up on project workloads with project management to ensure project timelines are met. • Co-ordinate with the studio directors for project reviews • Effective risk management and contingency planning for roadblocks to the projects. • Champion the methodologies of agile, scrum and project planning specified for each project. Team • Perform skill assessments for project needs, recruiting and training for staff development. • Conflict management and resolution. • Performance assessment and reviews. • Assist and maintain Inter disciplinary communication across all levels of the teams. Studio • Team building and social activities for studio morale boosting. • Budgeting for on going projects and quote estimation for future projects. • Create and maintain studio organization structures for projects. • Manage liaisons with outsourcing parties, clients, publishers and marketing. • Develop and mange studio process and pipelines with the discipline leads and knowledge bases. LEGO Proprietary Game and Prototyping Projects (LEGO Future Lab, 2013) ‘Pet versus Monsters – Facebook’ – (Funcom, 2012) ‘Fashion Week Live’ – (Funcom, 2012)

    • Project Manager
      • Aug 2011 - Sep 2012

      Social and Mobile Games Development: Quickly adjusted to the social environment and agile project methodologies while also bringing the benefits of my previous development experience to the project. The major benefits I was able to bring to the project were: • Successfully managing both the technical and creative development of a social game to launch. • Providing the on-going live support and releases to the appreciation of the community and partners. • Evaluated burn-downs and… Show more Social and Mobile Games Development: Quickly adjusted to the social environment and agile project methodologies while also bringing the benefits of my previous development experience to the project. The major benefits I was able to bring to the project were: • Successfully managing both the technical and creative development of a social game to launch. • Providing the on-going live support and releases to the appreciation of the community and partners. • Evaluated burn-downs and effectively prioritised defect resolutions to increase daily bug closure counts. • Solving bottlenecks and high risk development areas while identifying skill and tool needs. Responsibilities Included: • Prepare and manage a project plan along with associated tracking documents. • Willing to take on any task necessary to support development team. • Work closely with the producer to ensure project timelines are met. • Effectively communicate project expectations to team members in a timely and clear fashion. • Identify and manage project dependencies and critical path. • Proactively manage changes in project scope and devise contingency plans. • Work closely with production to help create and manage team schedules and insure proper workflow throughout the department.

    • Quality Assurance Associate
      • Apr 2011 - Jul 2011

      ‘The Secret World’ – (Funcom, Unreleased) PC MMORPG ‘Age of Conan: Unchained’ – (Funcom, 2011) PC MMORPG

    • Computer Games
    • 1 - 100 Employee
    • Assistant Producer
      • Mar 2009 - Sep 2010

      Art and Animation Development & Cinematics Department Responsibilities included: • Developing and standardizing Art and Animation Pipelines. Including co-ordaining personnel from a variety of disciplines over three studios, chairing meetings, documenting and reporting to management. • Working with the artists and projects to identify gaps in skills sets and find solutions, including organizing training. • Creation, reviewing and updating project man month budgets and Microsoft… Show more Art and Animation Development & Cinematics Department Responsibilities included: • Developing and standardizing Art and Animation Pipelines. Including co-ordaining personnel from a variety of disciplines over three studios, chairing meetings, documenting and reporting to management. • Working with the artists and projects to identify gaps in skills sets and find solutions, including organizing training. • Creation, reviewing and updating project man month budgets and Microsoft Project Schedules. Including tracking and allocating artists to projects specific to their needs and the skills sets required. Continued development on ‘Star Wars: The Clone Wars: Republic Heroes’ (Lucas Arts, 2009) – X360, PS3, PSP, PS2 PC & Wii (Accredited as Asset Coordinator) Additional Responsibilities from Asset Coordinator included: • Writing, revising and maintaining project documentation. • Assisting in maintaining and coordinating the production process from project inception to completion, including MS Project plan. • Interacting with publishers and development team. • Communicate with the QA department regularly • Organize and document results of focus testing required • Task allocation and tracking. Ensure all tasks are entered, time estimates are accurate and percentage complete updated regularly • To be familiar with every aspect of the game, so if the Producer is away there is a central point of contact for the remainder of the team for questions/queries etc • To perform FTP duties. • To provide support and direction for the level designers, in ensuring that the correct amount of (e.g.) collectibles etc are placed in each level • Assist with supplying marketing materials to publisher (screenshots, draft manual etc) and demo versions as agreed with team in milestone documentation • Oversee the creation of additional documentation for publishers and third parties as required (eg. walk-through documents, detailing puzzles, item and pick-up locations etc).

    • Asset Co-Ordinator
      • Mar 2008 - Mar 2009

      ‘Star Wars: The Clone Wars: Republic Heroes’ (Lucas Arts, 2009) – X360, PS3, PSP, PS2 PC & Wii Duties included: • Maintain a full understanding of the project title and all associated assets and continually work with the Producer and the Production Team to ensure correct implementation of assets within schedule/milestones. • Organize and maintain records to track the progress of assets • Coordinate assets as required by milestone and publisher • Work with the Lead Designer… Show more ‘Star Wars: The Clone Wars: Republic Heroes’ (Lucas Arts, 2009) – X360, PS3, PSP, PS2 PC & Wii Duties included: • Maintain a full understanding of the project title and all associated assets and continually work with the Producer and the Production Team to ensure correct implementation of assets within schedule/milestones. • Organize and maintain records to track the progress of assets • Coordinate assets as required by milestone and publisher • Work with the Lead Designer and the Design Team to ensure that the game documentation is always current. • Provide prompt and accurate information to the production team on any assets that have been completed that does not completely reflect the expected functionality listed in the game design document. • Identify and suggest features or game-play elements either in the build data or the game design document that should be considered by the Design Team as elements that could increase the playability of the project title. • Assist the Production Team in working with the Programming, Level Design, Cinematics and QA Teams to identify and provide clear information as to how new and revised features in the build data are to work as per the current game design document and to ensure that the QA test plan has fully tested the build data and that the tested build data matches the game specification document. • Ensure that the QA test plan has fully tested the build data and that this data matches the game specification document.

    • Quality Assurance Nightshift Lead
      • Feb 2007 - Mar 2008

      On top of my regular testing duties I was responsible for managing the workload of the QA Nightshift team, including hiring and training new testers. I was to ensure timely testing of the projects with test plans, general testing, regressions and verifies while coordinating with the dayshift team. Our goal was to test builds submitted at the end of the day and assist the development team with results the next morning. Specifically to aid in timely submissions to the overseas publisher and… Show more On top of my regular testing duties I was responsible for managing the workload of the QA Nightshift team, including hiring and training new testers. I was to ensure timely testing of the projects with test plans, general testing, regressions and verifies while coordinating with the dayshift team. Our goal was to test builds submitted at the end of the day and assist the development team with results the next morning. Specifically to aid in timely submissions to the overseas publisher and other external parties. At times I was also required to communicate with publishers, outsourced QA companies and submit builds via FTP. At our peak I was managing a team of 16, testing up to four titles concurrently. I am credited as QA Nightshift Lead or QA Nightshift Manager on the following titles: ‘Star Wars: The Clone Wars: Lightsaber Duels’ (Lucas Arts, 2008) - Wii ‘Star Wars: The Force Unleashed’ (Lucas Arts, 2008) - PS2, Wii, & PSP ‘Hellboy: The Science of Evil’ (Konami, 2008) - PS3, Xbox 360 & PSP ‘Viva Piñata: Party Animals’ (Microsoft, 2007) - Xbox 360 ‘The Legend of Spyro: The Eternal Night’ (Vivendi, 2007) - PS2 & Wi

    • Quality Assurance Tester
      • Mar 2006 - Feb 2007

      ‘The Legend of Spyro: A New Beginning’ (Vivendi, 2006) - Xbox, PS2 & GC

    • Programmer - Intern
      • Sep 2005 - Dec 2005

      Duties included: • Working on a small games project playable on the Gameboy Advanced. • Performed prototyping of puzzle concepts into small working demonstrations. • Later accredited for this prototyping work in “Nicktoons” on Gameboy Advanced. Duties included: • Working on a small games project playable on the Gameboy Advanced. • Performed prototyping of puzzle concepts into small working demonstrations. • Later accredited for this prototyping work in “Nicktoons” on Gameboy Advanced.

Education

  • Qantm
    Bachelor, Interactive Entertainment (Games Programming Major)
    2004 - 2005
  • Upskilled
    Diploma, Project Management
    2010 - 2010
  • CQUniversity
    Bachelor, Information Technology
    2003 - 2003
  • TAFE NSW
    Certificate 2, Information Technology
    2001 - 2001

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