An influential product development leader, experienced in the creation and validation of product vision, data-driven management and leveraging interpersonal skills to strengthen cross-discipline relationships and drive for results. Key strengths include:
• Product vision and definition
• Project and team leadership
• Strategic planning and P&L management
• Product management - audience definition, marketing/messaging & analytics
• Continuous process improvement
Senior Director of Product Management @ Leading a team of top-shelf Product Managers, Marketing Managers and Game Data Analysts for Sky Rocket Studios within Big Fish Games. Sky Rocket is building and managing 7 games as services for mobile, including publishing Dungeon Boss with Boss Fight Entertainment (Editor's Choice from Apple), Cascade (not your mother's match-3), the Fairway franchise (Fairway Solitaire & Fairway Blast), as well as several other new products in development.
We're always looking for strong talent, so if you are interested check out our job listings (http://www.bigfishgames.com/company/open-positions.html) or ping me directly! From December 2014 to Present (1 year 1 month) Chairman of the Board of Directors @ The International Game Developers Association (IGDA) is the largest non-profit membership organization in the world serving all individuals who create games. More information about the IGDA. its charter, activities, and membership are available at http://IGDA.org. From March 2014 to Present (1 year 10 months) Chief Product Officer & General Manager @ Responsible for all aspects of product strategy, product development, hiring and studio operations.
Established product vision, production methodologies and decision making processes. Initiated agile development practices, acting as Product Owner. Managed implementation of new solutions for monetization, analytics, and AB/multivariate testing.
Staffed a new studio team in Las Vegas - hired high performing team leads including Chief Revenue Officer, Executive Producer, Director of Production, Art Director, as well as development, art and design staff.
Coordinated remote management of a development and operations team in Perth Australia. From November 2013 to August 2014 (10 months) Advisor @ Acquired by Welltok, in 2014. From April 2013 to March 2014 (1 year) Greater Seattle AreaAdvisor @ • Debut game Card Hunter described by Gameinformer as "wildly inventive"
• Winner PC Gamer Most Original Game of Year 2013
• Game Developers Choice Awards "Best Debut" Nominee 2014 From March 2013 to December 2013 (10 months) Greater Seattle AreaSenior Director, Franchise Management @ Responsible for franchise management including the product roadmap, the P&L, revenue forecasting, analytics, and marketing (from “Go to Market” thru “Harvest”) for several PopCap franchises on platforms including mobile (handset & tablet), social, desktop, as well as current and future consoles.
Partnered with the Kurt Busch, the Hidden Object Games Studio Manager, to manage the evolution of PopCap's Vancouver studio, from building packaged product to a studio building and running games as services for social and mobile platforms.
Worked with Joe McDonagh, the Peggle Studio Manager, to refine the future vision for the Peggle franchise, hired in a team of top performing leads, all of which lead to Peggle 2.0 becoming a launch window title for Xbox One.
Acted as one of the key studio drivers integrating PopCap into Electronic Arts, including adoption of EA’s Game Development Framework (GDF) management process and EA’s digital services. From May 2011 to June 2013 (2 years 2 months) Greater Seattle AreaExecutive Vice President - Publishing @ Acquired by Intel for $40M, in 2013.
Omek Interactive provides a complete software solution for gesture recognition, enabling platforms from PCs to game consoles to set-top boxes and embedded consumer electronics to incorporate “touchless” interfaces.
Worked with Israel based executive management team to refine corporate and product strategy pursuing multiple vertical market opportunities including games, interactive advertising, medical, etc. Managed product planning for development organization including definition of roadmap for developer SDK. Built publishing strategy for games market including evangelism and deal execution with game studios. Established platform relationships with PC OEMs, game consoles and set-top box makers, including securing middleware relationship for first licensed game console for the Chinese market. From September 2010 to March 2011 (7 months) Advisor @ Acquired by Visa for $190M, in 2011.
PlaySpan (http://PlaySpan.com) provides monetization solutions for over 1,000 online games and social networks worldwide. PlaySpan's digital goods monetization platform enables game publishers to generate additional revenue, acquire new users and extend the loyalty of existing users both in-game and between games. From 2007 to February 2011 (4 years) EVP, General Manager - Online Services @ Responsible for the product/service strategy of the social gaming platform integrating casual games, social game mechanics and licensed Hollywood movie content. Managed the production and development teams using agile development through multiple releases including private alpha, public beta and integration of Facebook Connect.
Built relationships with major social networks (including Facebook, hi5, and MySpace) and has directed the "build vs buy" decision making processes for advertising, e-commerce and analytics. Oversaw customer acquisition through strategic partnerships (MSN, TODAYshow, msnbc, etc), SEO/SEM programs and advertising as well as retention based marketing and CRM solutions. From March 2009 to August 2010 (1 year 6 months) President, COO and Board Member @ Digni is the creator of Blade3D - the first full 3D game development system built on top of Microsoft's XNA platform. Blade3D is designed to be powerful, yet accessible for everyone from students to hobbyists to full development studios. Integrated with the core product, the Blade3D Marketplace enables game creators to build, share, buy and sell digital assets with other Blade3D users - the EBay of digital assets.
Jon joined the founders in the fall of 2007 to refine vision for company and define the product strategy. Built the Go To Market strategy including definition of the target audiences, pricing structure, business model, etc. Brought in initial angel funding, built the team from 4 to 15 and secured significant A round funding in a down market. From October 2007 to March 2009 (1 year 6 months) Advisor @ FigurePrints (http://FigurePrints.com) creates physical 3D figurines from players World of Warcraft accounts. The completely custom figurines are offered at a premium price-point through a strategic partnership with Blizzard.
Jon assisted the founders in the definition of a revolutionary 3D printing business including development of business plan, pricing model, negotiations with Blizzard, and resolution of key technical issues. From 2007 to 2007 (less than a year) Vice President, Business and Legal Affairs @ Responsible for strategic planning and Sigil's overall P&L; oversees marketing, PR & legal affairs; and manages Sigil's relationships with key publishing and licensing partners (Sony, Microsoft, etc). From June 2005 to November 2006 (1 year 6 months) Lead Product Planner @ Managed strategic planning for a portion of Microsoft Game Studios external publishing portfolio and owned development relationships with several of Microsoft's top partners including BioWare, Gas Powered Games, Sigil Games and Marvel. Responsibilites included strategic planning, deal negotiations, P&L management, and extensive interaction with internal and external development personnel. From January 2000 to June 2005 (5 years 6 months) Co-Founder and Product Planner @ Co-founded the organization within Microsoft that evolved into the MSN Gaming Zone. Wrote the proposal that secured resources from Executive Management, developed the business and product strategy, negotiated development deals and worked with Program Management to manage development relationships. From January 1996 to December 1999 (4 years) Member Board of Directors @ IVS (dba DWANGO) was a low-latency gaming service who partnered with the MSN Gaming Zone. DWANGO operated servers and provided low latency gaming in key North American markets as a strategic partner for Microsoft in the burgeoning online gaming market.
I served as an independent director, balancing out venture/investors and founders on the IVS Board. From 1997 to 1998 (1 year) Product Planner @ Managed product planning for Microsoft's early Windows game titles - including Microsoft Arcade, Microsoft Golf, Close Combat (War Game of the Year from PC Gamer), and Microsoft Flight Simulator 5.1, From January 1994 to December 1995 (2 years) International Product Manager @ Managed international marketing for Microsoft Works and Microsoft's early game portfolio (Flight Sim, Microsoft Golf, etc). Developed worlwide marketing strategies and managed local market execution with Microsoft subsidiaries in Europe, Latin America, and Asia. From June 1992 to December 1993 (1 year 7 months)
BA, Political Science, Business @ Pacific Lutheran University From 1988 to 1992 Redmond High School From 1985 to 1988 Jon Grande is skilled in: Project Management, Video Games, Game Development, Social Games, Online Gaming, Strategic Partnerships, Mobile Games, Product Management, Game Design, Start-ups, Mobile Devices, Strategy, Agile Methodologies, Monetization, Software Development
Websites:
http://www.mobygames.com/developer/sheet/view/developerId,31592/,
http://HollywoodPlayer.com