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Col Rodgers

Head of Delivery @ Product Madness

Head of Delivery at Product Madness

Guildford, United Kingdom

Ranked #873 out of 17,460 for Head of Delivery in United States

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Col Rodgers's Email Addresses & Phone Numbers

Col Rodgers's Work Experience

Product Madness

Head of Delivery

November 2015 to Present

London, United Kingdom

BigRedSwitch Games

Managing Director

March 2009 to Present

Inition

Head of Delivery

March 2014 to November 2015

Col Rodgers's Education

University of Teesside

BSc Visualisation Computer Graphics Maths and Programming

1994 to 1996

University of Teesside

HND Software Engineering Computer Software Engineering

1990 to 1992

Newlands School FCJ

1985 to 1990

Col Rodgers's Professional Skills Radar Chart

Based on our findings, Col Rodgers is ...

Reasonable
Leader
Engaging

What's on Col Rodgers's mind?

Based on our findings, Col Rodgers is ...

50% Left Brained
50% Right Brained

Col Rodgers's Estimated Salary Range

About Col Rodgers's Current Company

Product Madness

I head up software development and delivery of games as a service for Product Madness, a very exciting company owned by Aristocrat.

Frequently Asked Questions about Col Rodgers

What company does Col Rodgers work for?

Col Rodgers works for Product Madness


What is Col Rodgers's role at Product Madness?

Col Rodgers is Head of Delivery


What is Col Rodgers's personal email address?

Col Rodgers's personal email address is c****[email protected]


What is Col Rodgers's business email address?

Col Rodgers's business email address is c****[email protected]


What is Col Rodgers's Phone Number?

Col Rodgers's phone +44 ** **** *237


What industry does Col Rodgers work in?

Col Rodgers works in the Computer Games industry.


About Col Rodgers

📖 Summary

I'm a Game Director/Creative Director with 19 years experience in various different fields of the games industry. I have a wide range of abilities which give me a greater understanding of the process of developing great games than most other developers can claim. This gives me a very grounded outlook to the projects I work on - whilst I'm happy to talk 'blue sky', I tend to focus more on what is realistic and what we can deliver than designing beyond the budgets and timescales we have to work with. My career has spanned programming, art, design, production and management. I take pride in being able to stay objective, managing and delivering difficult projects. All of my skills are still live, and I can always add value. A game director needs to have a solid understanding of all disciplines, as well as the management of the business side of project delivery - I'm the single package that can deliver in all respects. Having worked on many difficult projects in the past, I've developed a real appreciation of team work, and always do my best to fit in with every team I work with. I'm an affable person who is approachable and easy to talk to, and have made many valued connections during my time served in the games industry to date. I love working on all sorts of games - with any budget. Despite the fact that my most recent projects have been racing games, I'm interested in just about any game genre. In my spare time I can usually be found writing iOS games in Unity (C#). One of my games was signed with Chilingo, and was written completely by me. Specialties: Team and Studio Management, Project planning, Project troubleshooting, Project delivery, Unity Programming, New Concept Generation PLEASE NOTE: Whilst I'm happy to connect with you, I get a deluge of requests from musicians, writers and game designers looking for work. I'm afraid that in the most part I can't help. Please bear this in mind before adding me to your network. Thanks! :)Head of Delivery @ I head up software development and delivery of games as a service for Product Madness, a very exciting company owned by Aristocrat. From November 2015 to Present (2 months) London, United KingdomManaging Director @ Developer generating new IP and available for hire for licensed work across all platforms. From March 2009 to Present (6 years 10 months) Head of Delivery @ I lead the Development team at Inition. We work on multiple projects at any one time for a very broad variety of clients. In addition to this, I also work as Technical Lead on Unity projects. Our principle developments are bleeding edge technologies including VR and AR - plus anything between and beyond! From March 2014 to November 2015 (1 year 9 months) Game Director @ Game Director on Driveclub at Sony/Evolution Studios. From November 2012 to March 2014 (1 year 5 months) Chief Game Designer @ Hired to direct GRID 2 based on my wide experience in game development as well as my specialisation in driving games, I've helped move the franchise onto new ground. My biggest achievement on the title is the TrueFeel handling system which I designed and directed. To do this, I used my extensive experiences of driving and car ownership (I've owned 50 cars to date), and my experience in game development to create a handling system which makes the cars drive in the way players would want them to drive. Due to the success of the system, the TrueFeel handling model appeals to players across the board - from the most novice to the most hardcore. The depth of the experience is only matched by the effort the player puts into it. It's such an achievement that this is the first Codemasters game in the last 2 generations of console which does not need any optional assists. It was important to get this system right, as it defines the moment to moment experience of the player. Codemasters have a long history of producing graphically stunning games, and GRID 2 is no exception, so we weren't missing the initial consumer draw, but it was important to me to ensure that once they started playing, they didn't want to stop. We've achieved exactly that. The wider game was all directed by me from a Design perspective. This was in the form of guidance and ensuring we stuck to the direction we set out to follow. I have used my experiences from the last 18 years (at the time of writing) to ensure we didn't hit any design pitfalls, and ensured that I helped my design team to flourish, take ownership and generate what I think is the most compelling driving game that has been produced to date. From November 2011 to November 2012 (1 year 1 month) Contract Creative Director @ During my time contracting at Codemasters, I was involved with the newly installed management team trying to bring clarity and completion to the beleaguered 'Bodycount' project. I worked with the team to produce a game of achievable scope, as well as attempt to define what the design focus of the title actually was. Working closely with production, we went quite some distance in achieving this, delivering the project to the deadlines that were set for us, despite the very difficult position the game was in when we arrived. From February 2011 to September 2011 (8 months) Guildford, United KingdomCreative Director @ During my time at Exient, I was responsible for overseeing the design department for the entire company across all projects. This started with setting up the design process, implementing Wiki based design documents, assigning work to specific parties and developing relationships with both staff and clients. The first game to benefit from this approach was Sims 3 on Nintendo DS, which was running into problems prior to my arrival. This was redesigned and sorted out with full team integration within 5 months of my arrival which was considered an epic achievement based on the scope of the title. Subsequent projects used the same methods and continued with a similar degree of success. The company now has a strong design foundation, following the principles of concept and design development that I put in place. From July 2009 to December 2010 (1 year 6 months) Head of Game Design @ Headhunted for the position of Head of Game Design at SEGA, I was tasked with improving quality on existing SEGA titles, revitalising stagnant SEGA IP and developing new and exciting franchises. Due to my ability to think laterally about problems I faced, I was frequently tasked with working on projects that had run into trouble. Probably the biggest game I worked on in this capacity was Creative Assembly's Viking: Battle for Asgard, which had fallen behind it's schedule and didn't have solid design in place when I arrived, 10 months from shipping. I audited the game based on where it stood, then went about streamlining the design, working with the team to do so. I rewrote the top line story, then worked with Rhianna Pratchett to make the script work with the missions that had already been developed. In addition to this, I concepted various different mechanics which appears in the final game, including the giant slayer mini game which was the focus of many of the games' YouTube appearances. The concepts I produced during my time at SEGA, I like to think were ahead of the curve, from a trend perspective. Concepts which mirrored such successful titles as DJ Hero, Cooking Mama and LittleBigPlanet were presented to the SOE board a considerable time prior to the development of the products named here, but unfortunately didn't make it to full game production. I was also involved in the Product Planning Group, which hardened my industry knowledge and developed my understanding of P&L calculation. This gave me an even deeper understanding of the marketing goals of a major publisher. From January 2006 to March 2009 (3 years 3 months) Producer @ From December 2003 to December 2005 (2 years 1 month) Studio Head @ From July 2001 to December 2003 (2 years 6 months) Head of Mobile Development @ From November 1999 to December 2001 (2 years 2 months) External Producer @ From January 2001 to July 2001 (7 months) Senior Programmer @ From May 1999 to November 1999 (7 months) Programmer\Senior Artist\Animator @ From September 1997 to May 1999 (1 year 9 months) Programmer @ From June 1996 to September 1997 (1 year 4 months) BSc Visualisation, Computer Graphics, Maths and Programming @ University of Teesside From 1994 to 1996 HND Software Engineering, Computer Software Engineering @ University of Teesside From 1990 to 1992 Newlands School FCJ From 1985 to 1990 Col Rodgers is skilled in: Troubleshooting, Project Delivery, Video Games, Game Development, Project Planning, Computer Games, Xbox 360, Game Design, PS3, Wii, Mobile Games, Creative Direction, Monetization, Console, 3D


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In a nutshell

Col Rodgers's Personality Type

Extraversion (E), Intuition (N), Feeling (F), Judging (J)

Average Tenure

1 year(s), 10 month(s)

Col Rodgers's Willingness to Change Jobs

Unlikely

Likely

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