I am a Technical Project Manager covering EA Mobile, which develops games within some of the largest franchises in the video game industry, including The Simpsons, Real Racing, The Sims, Need for Speed, Plants vs. Zombies, Dragon Age and more.
Previously I have worked within the PC/console development world, (including the above franchises, plus Battlefield, Burnout, Dead Space and others,) web design & development and new media industries, have worked on cross-platform SDK development in C++ and now occasionally dabble in a little mobile phone app & web development in my spare time.
Specialties: Account & project management, cross functional team communication, feature design & technical specification, user experience, software engineering, C++, web design & development.
Technical Project Manager, EA Mobile @ Representing the EA Mobile Studios organization, (which includes all of EA's mobile game development studios and partners such as Marketing and Network Engagement,) in gathering and rationalizing central technology development requests, prioritizing against requests from the rest of the business, then tracking the development and validation of those deliverables. From May 2014 to Present (1 year 6 months) San Francisco Bay AreaSenior Manager, Strategy & Business Operations (Development Director) @ A facilitator for cross functional team collaboration to launch AAA games.
It takes an army to launch a major title from a headline franchise on time, to quality, on multiple platforms with various SKUs. As a member of the Launch Readiness team I bring together a collection of experts of various disciplines from across the company to:
- Form a development plan, listing out major deliverables and dependencies of these disparate teams upon each other.
- Meet with these leads at a regular cadence to report on status and changes.
- Report out to company executives on overall project status, with any major issues that need guidance or assistance.
- Create support plans to triage and fix issues, with mitigation actions documented.
- Prepare the company for a title launch including technology teams, hardware infrastructure, publishing, customer support, marketing, legal, web development, mobile development, game development and more.
- Solve company wide, recurring issues that otherwise hinder game development.
Major accomplishments:
- Reviewed, used and improved the server capacity planning model developed by the team, providing PSU forecasts for Need for Speed based on inputs provided by our sales forecasting team.
- Shipping Need for Speed Rivals, the first and only title at EA to ship on PC, PS3, X360, PS4 and Xb1 simultaneously. In particular I created an overall project plan with the studio & partner teams and designed a Live Operations support plan, among other tasks.
- Reviewing the mobile technology world at EA, creating a tech stack diagram and guide page for new mobile game teams.
- Provided technical expertise for Battlefield 4, with a focus on Xbox One & PlayStation 4.
- Launched Plants vs. Zombies: Garden Warfare and the Battlefield Hardline Beta at announce, implementing the live operations plan. From November 2012 to July 2014 (1 year 9 months) San Francisco Bay AreaDeveloper Relations Senior Account Manager, EA Digital Platform (Development Director) @ I help create fantastic experiences in titles such as Medal of Honor, Dead Space and Plants vs. Zombies through pairing development studios with proprietary online technologies and assisting with the integration, as well as taking them through the digital publishing process. My focus was on NA studios including Visceral, Danger Close and PopCap.
This role covers aspects of project management, design, technical support and education.
Major accomplishments:
- Shipping multiple titles
- Assisting the company in defining and beginning the transition to a brand new digital platform.
- Performed competitive analysis of Valve’s Steamworks platform to make it clear why EA’s technologies could more attractive to third party developers. From January 2012 to March 2013 (1 year 3 months) San Francisco Bay AreaDeveloper Relations Senior Account Manager, Global Online (Development Director) @ Managing a small team in assisting EU game development studios, both internal to EA and external through EA Partners, with all aspects of "online" for their titles, including integration with Origin. "Online" at EA includes everything from multiplayer gameplay and website integration, through to selling direct-to-consumer and DRM.
Studios include DICE, Criterion, Crytek, Brightlight, Bright Future, Starbreeze and more.
This role covers aspects of project management, feature and technical design, technical support, promotion and education.
Major accomplishments:
- Provided design feedback to game teams to make their implementations easier & game features better through improved usage of various online related technologies, including everything from multiplayer gameplay and website integration, through to selling direct-to-consumer and DRM. Basically helped complete the puzzle by fitting the various tech pieces together that would allow a game design to work.
- Gathered feedback from game teams, wrote and reviewed requirements for various EA online systems including Blaze, Nucleus, Keymaster, Origin and more.
- Hired, trained and managed a small team in the UK to replace me before relocating back to the SF Bay Area. From December 2010 to January 2012 (1 year 2 months) Guildford, United KingdomTechnical Account Manager, Global Online (Producer) @ Helping game teams with all aspects of online for their titles, with a focus on the EU studios including DICE, Criterion and Phenomic.
This role covers aspects of project management, design, technical support and education. From January 2009 to May 2011 (2 years 5 months) Guildford, United KingdomField Engineer, Global Online @ Supporting EA's game teams around the world in implementing their online and multiplayer features, with a focus on the EU. From March 2007 to January 2009 (1 year 11 months) Guildford, United KingdomSoftware Engineer, Global Online @ Working on an Online SDK, internal to EA, for use by game teams to develop multiplayer titles for Xbox 360, PlayStation 3 and PC.
Major accomplishments:
- Added several features to the online SDK including dynamically sizing transactions, improved memory management and changing the build system to use EA Tech’s Framework.
- Had the highest bug fix rate on the team.
- Began work on the next generation online SDK, which was to replace two previous SDKs by consolidating separate teams and producing a new system with a superset of the best features from before. Wrote some of the original code as well as producing documentation and sample code/applications. From July 2006 to March 2007 (9 months) San Francisco Bay AreaProject Lead @ Leading a team of five other coders, plus managing out sourced teams for art and sound assets, working on PC RTS title "Urban Annihilation," an Independent Games Festival entrant. From February 2006 to June 2006 (5 months) Orlando, Florida Area
BS, Game Design and Development @ Full Sail University From 2004 to 2006 BSc (Hons), Multimedia Computing @ University of Plymouth From 2001 to 2004 A-Level, Computer Science, Mathematics, Art, General Studies @ The Coopers Company & Coborn School From 1994 to 2001 Ashley Bennett is skilled in: C++, Software Engineering, Video Games, Xbox 360, Mobile Applications, PC, Commerce, Web Development, Communication, Project Management, Game Development, Mobile Games, Casual Games, Social Games, Online Gaming, Web Design, Playstation, PS3, PlayStation 4, Xbox One, Wii, iPhone, Android, iOS development, Technical Presentations, Technical Documentation, Cross-functional..., Computer Games, Perforce, JIRA, JIRA Administration, Confluence, User Interface, User Interface Design, User Experience, Digital Distribution, Multiplayer, Cross-platform..., Free to Play, Console, HTML5, AJAX, Objective-C, Monetization, HTML 5, Interactive...
Websites:
http://www.HiAsh.com,
http://www.ea.com,
http://docs.google.com/Doc?docid=0AcEtvD34IKIGZGNiM3FxZ3FfMGdqY3FxMw&hl=en