• Engineering Manager, passionate about building and developing high functioning teams
• 10 years of game development experience, focussed on creating fun user engaging products
• 9 years of experience with live-ops, building and maintaining real time online applications
• Currently focussed on making shopping fun
Software Development Manager @ Leading teams to create wicked cool mobile shopping experiences on emerging platforms. From May 2015 to Present (8 months) San Francisco Bay AreaEngineering Manager @ • Manage a team of 13 engineers to build, run and maintain War Commander - one of Facebook’s top grossing live games
• Work closely with product managers to define strategy and requirements for feature requests
• Serve as the primary liaison between product/project managers, designers and artists by communicating complex engineering challenges, risks, status and engineering strategy to non-engineers
• Define strategy and requirements for features as well as lead development teams from design through feature delivery, maintaining live game operations, and balancing player expectations with business needs per feature
• Define projects by coordinating efforts to scope, schedule, and deploy new features sets to the game
• Manage schedules and deliverables for all gameplay engineers and contractors
• Mentor direct reports and manage the career development plans and performance reviews
• Designed player facing features and multiple internal tools From March 2015 to May 2015 (3 months) San Francisco Bay AreaLead Gameplay Engineer @ • Managed system design, reviewed architecture and coordinated coding responsibilities among engineers for all War Commander features. Ensured products were delivered on time and on budget while meeting all specifications
• Managed over 100 software releases and updates to the live War Commander game
• Established processes and pipeline improvements to streamline weekly software feature releases to drive player engagement and retention
• Designed a deployment system to dynamically update player’s game experience without a deployment that saved the company $1 million in annual costs
• Wrote and maintained technical design documents to highlight the implementation details of features
• Participated in performance profiling, optimization, programming and general troubleshooting as necessary
• Established coding guidelines and promoted best software engineering practices within the team to improve the overall quality of the code base From February 2013 to March 2015 (2 years 2 months) San Francisco Bay AreaTechnical Lead @ • Worked on several Facebook and mobile games - JetSet Secrets, The Sims Social, The Sims Social Mobile, Monopoly Millionaires and an unannounced mobile title.
• Led feature development, design and implementation of various game features, which were received enthusiastically by the player base.
• Spearheaded strike-teams to solve Load Performance, DARPU and Retention issues. A/B tested and overhauled the new player experience, which boosted Day 2 Retention by 20%.
• Pioneered localization efforts and released the game simultaneously in 10 languages, increasing funnel retention by 40% and boosting organic installs, DAU and revenue for non-English speaking countries.
• Facilitated global knowledge management sessions with the technical leads from various EA game studios across the world. Responsible for integrating external dev teams and streamlining the distributed game development process across multiple sites.
• Drove all development efforts for The Sims Social Mobile game for the iOS and Android platforms.
• Managed schedules and allocated tasks, conducted performance reviews and guided career development paths of direct reports. Also responsible for all client engineer hiring.
• Established best practices for unit testing, design patterns, version control and technical documentation within the team, which helped increase the overall quality and stability of the code base. From December 2011 to February 2013 (1 year 3 months) San Francisco Bay AreaSenior Game Developer @ From April 2011 to December 2011 (9 months) San Francisco Bay AreaSoftware Engineer - Toontown Online @ • Managed development of Toontown Online, an $18MM pioneer 3D MMORPG, subscription-based online game designed for kids and families; worked on generating client/server game components including avatar customization, NPCs, questing, grouping and battle systems, distributed object handling, level editing and asset pipeline management.
• Designed, prototyped and implemented numerous minigames within Toontown, including “Toon Escape”, voted most popular minigame, averaging over 1.26 million hits per week.
• Lead UI Programmer for Toontown; responsible for evaluating customer preferences and designing an interface that surpassed user expectation.
• Designed and developed a new avatar creation system and early game flow which lowered the early funnel drop-off rate from 15% to 5%.
• Led programming efforts for major trunk and bug release patches: Managed bug tracking, allocated resources, directed programmers and performed code-reviews to improve overall stability. From January 2008 to April 2011 (3 years 4 months) Greater Los Angeles AreaSoftware Engineer Intern @ • Worked on Boom Blox, an EA/Spielberg Wii game.
• Responsible for creating the best camera control user experience for the Wii game.
• Prototyped, in C++, 12 different camera control systems for the Wiimote and Nunchuck.
• Created various features that would ease player experience while interfacing with different puzzles. From 2007 to 2007 (less than a year) Greater Los Angeles AreaSoftware Engineer @ • Worked on Disney's Fairies Online, a Massively Multi-player Online game.
• Architected the GUI system framework for the Flash based MMORPG.
• Created specific GUI elements, including the mini profile, badges and avatar panel.
• Overhauled code for “Create a Fairy” from Action Script 2.0 to Action Script 3.0. From 2007 to 2007 (less than a year) Greater Pittsburgh AreaGameplay Programmer @ From 2007 to 2007 (less than a year) Software Engineer @ • Worked on "Iron Grip - The Oppression", a Half Life 2 total conversion mod.
• Implemented the weapons and NPC combat mechanics in C++ for the Half Life 2 FPS vs RTS mod.
• Programmed vehicle physics and controls for an original IP unannounced title. From 2006 to 2006 (less than a year)
Master of Business Administration (MBA) @ University of California, Berkeley, Haas School of Business From 2015 to 2018 Master's degree, Entertainment Technology @ Carnegie Mellon University From 2006 to 2008 Bachelor of Engineering (B.E.), Electronics and Computer Science @ C.M.R. Institute of Technology From 2002 to 2006 New Horizon Public School Samik Bhowal is skilled in: Wii, MMO, Game Mechanics, Game Development, 3D, Video Games, Game Design, Gameplay, Flash, 2D, C++, HTML5, Python, ActionScript, JavaScript
Websites:
http://www.andrew.cmu.edu/user/sbhowal/