Chris Klimecky Email and Phone Number
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I help game development businesses save time and money by creating efficient frameworks, tools, and processes which set clear expectations and disciplined team production practices throughout the project lifecycle. This enables teams to be both flexible and predictable while meeting the needs of portfolio oversight at scale. I love building and mentoring teams to build great games - it's all about the people!
Midwest Games
View- Website:
- midwestgames.com
- Employees:
- 20
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Head Of Production And Chief Project OfficerMidwest GamesKirkland, Wa, Us -
Head Of Production / Chief Project OfficerMidwest Games Aug 2023 - PresentGreen Bay, Wisconsin, Us- Sourced and signed six game development teams/projects, released four (avg. Metacritic: 80), and managed eight relationships to elevate their chances of success through risk management, problem solving, game feedback, and production advisement.- Built and managed QA, Localization, and Release Management teams, including establishment of vendor partnerships.- Built and managed the publishing deal funnel from game submission and developer contact through final agreement negotiation.- Worked closely with others on the Executive Team to make decisions about company finances, releases, demos, announcements, promotions, pricing, HR, IT, and general company management. -
Principal ProducerProbablymonsters Dec 2021 - May 2023Bellevue, Washington, Us- Creation of a publisher-side oversight framework, including checkpoints, goals, and deliverables. Worked with an internal team to develop a self-service toolset that guides project teams through this framework.- Guidance and oversight of multiple game teams through all elements of the project lifecycle development framework, including milestones, gate reviews, and driving collaboration with all parts of the business.- Building, organizing, and improving the project lifecycle development framework, its accessibility, guides, templates, and examples.- Drive transparency, consistency, and predictability while managing expectations throughout the dev lifecycle within a growing/scaling ecosystem. -
Director Of Production, Studio Executive ProducerHarebrained Schemes Dec 2014 - Nov 2021Kirkland, Wa, Us- Studio-Level Director 2016-2021- Production Lead shipping BATTLETECH (PC) (leading to studio acquisition by Paradox Interactive), Necropolis (PC, XB1, PS4), Shadowrun: Hong Kong (PC) plus all live ops and expansions- Led the transition from being a high crunch studio to managed crunch w/empathy to no team-mandated crunch. HBS has been a team-mandated crunch-free studio since the end of 2017, through shipping BattleTech, multiple BT expansions, and all development in 2021.- Commitment to diversity and inclusion: My org (Producers & QA), all hired during my tenure, included seven out of ten being women, and of those seven women, two being women of color and one transgender.- Mentoring, teaching facilitator for Producers and other leaders, presentation topics include:----- Increasing Predictability----- High Level Project Planning----- Realistic Estimation Models----- Jira Workflow for Teams----- Leading with Empathy----- Working with External Partners----- Effective Retrospectives----- Navigating Difficult Conversations----- Facilitating Expedient Decisions and Simplification----- Quantifying Creative Risk- Worked with the Director of Technology to propose, hire, and execute the plan for a successful Core Tech team which serves as a technology foundation for multiple project teams- Strategic planning for product releases and marketing- Resource/staff planning and budgeting- Publisher and 3rd party (outsourcing) communication and coordination, including transition from indie studio to publisher acquisition and integration by Paradox Interactive.- Team care and maintenance, including all aspects of project management and cross-discipline communications -
Manager Of Creative Services - MediaWildtangent Apr 2012 - Nov 2014Redmond, Wa, Us- Managed all game development projects for the media sales group (mobile/casual, free to play, advergames) - Significantly expanded game development creative approaches- Reduced production costs by more than 50%- Increased profit margins on 3rd party deals by more than 25%- Expanded 3rd party partnership roster to increase development bandwidth and competition- Collaborated with sales team to develop and implement relevant client KPIs- Increased role of gameplay and customer use data collection and analysis -
Senior Producer (Contract)Discovery Bay Games May 2011 - Jul 2011- Intentionally short contract to save a troubled project and quickly jumpstart multiple others- Responsible for production of Atari Arcade hardware accessory and software development for iPad- Drove hardware and packaging design, Apple product plan and MFi approval process- Managed schedules, milestones, and licensor communication- Led evolution of internal team agile dev process to increase efficiency and improve communication across departments -
Executive ProducerSmith & Tinker, Inc. Apr 2010 - Oct 2010Us- Managed all aspects of game development and the Nanovor franchise- Shipped Nanovor Evolution, an MMO/GaaS collection/battle game using Unity 3D- Established daily Scrum, tracking, and reporting processes within a longer term schedule framework- Responsible for development of future versions (iOS and Facebook) of the Nanovor franchise- Daily analysis of player data and weekly releases to course correct and add high priority improvements- Great success turning around a troubled dev team, unfortunately investors pulled out bringing the studio to a premature end -
ProducerWarner Bros. Games Oct 2009 - Jan 2010UsAfter the WB buyout of Midway/Surreal, I shifted to Snowblind Studios (part of WB Games-Seattle) to work on Lord of the Rings: War in the North managing cinematic development, coordinating with WB shared services' cinematics team. -
Senior ProducerSurreal Software/Midway Games Jun 2003 - Sep 2009Us- Built internal production, localization, and QA teams from scratch- Shipped The Suffering (leading to studio acquisition by Midway) and The Suffering: Ties That Bind for Xbox/PS2/PC (All US & FIGS)- Led a 100+ member team developing This is Vegas, an open world action game for Xbox 360/PS3/PC using Unreal 3- Led establishment of Midway-wide tech and art sharing production responsibilities- Established studio-wide planning, scheduling, and production strategy- Responsible for publisher and executive communication, marketing coordination, dev. team leadership, 3rd party contract negotiation, and dept. leads problem solving- Designed, implemented, & managed a new process for delivering builds on all platforms for simultaneous release (20 versions, 15 skus) -
Associate Program Manager (Contract)Fasa Studio/Microsoft Feb 2002 - Feb 2003Redmond, Washington, Us- Shipped MechAssault on the publishing side for Xbox/Xbox Live launch- Drove internal and external teams along with project PM under intense time and company pressure- Managed XBox Live features and certification of the game for XBox Live launch- Led intricate matrix of additional content, demos, and XB Live feature updates, including first ever console paid DLC- Owned team schedules on an untitled internal AAA open world action game Xbox project- Led the re-design/launch of the FASA Studio website -
ProducerHumongous Entertainment Jan 2000 - Jun 2001Us- Led internal and external teams for Backyard Sports projects: PC - Backyard Golf, PS1 - Backyard Football, and Gameboy Color - Backyard Football and Backyard Baseball- Created and presented multiple concepts for franchise expansion and started relationships with professional leagues, including the NHL for Backyard Hockey- Drove improvement of company efficiency during the Atari (then Infogrames) buyout by leading restructuring, mentoring, and redefining roles of the production department- Shipped Blue’s Clues Reading Time Activities -
Associate ProducerMedia Station, Inc. May 1994 - Sep 1999Ann Arbor, Michigan, Us- Producer and Lead Designer from concept to ship on PC games Stuart Little: Big City Adventures and Rocky and Bullwinkle’s Know-It-All Quiz Game- Associate Producer and game design roles on hardcore strategy PC games Crags and Extreme Tactics as well as multiple online projects- Sound Director and localization work on best selling and award winning kids' games such as The Lion King Animated Storybook, 101 Dalmatians Animated Storybook, Ariel’s Story Studio, Fractured Fairytales: The Frog Prince, Barbie as Rapunzel, Tonka Search & Rescue, and many more!
Chris Klimecky Skills
Chris Klimecky Education Details
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University Of WashingtonOrganizational Leadership -
University Of MichiganPerforming Arts Technology -
Interlochen Arts AcademyComposition
Frequently Asked Questions about Chris Klimecky
What company does Chris Klimecky work for?
Chris Klimecky works for Midwest Games
What is Chris Klimecky's role at the current company?
Chris Klimecky's current role is Head of Production and Chief Project Officer.
What is Chris Klimecky's email address?
Chris Klimecky's email address is ch****@****ers.com
What schools did Chris Klimecky attend?
Chris Klimecky attended University Of Washington, University Of Michigan, Interlochen Arts Academy.
What are some of Chris Klimecky's interests?
Chris Klimecky has interest in Children, Economic Empowerment, Education, Environment, Science And Technology, Arts And Culture.
What skills is Chris Klimecky known for?
Chris Klimecky has skills like Game Development, Video Games, Game Design, Console, Xbox, Xbox 360, Social Games, Casual Games, Computer Games, Mobile Games, Problem Solving, Social Media.
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