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I am a seasoned Video Game Producer with a proven track record of delivering successful video games. I bring a wealth of knowledge and expertise in project management, team building, and game development to every project I work on.Throughout my career, I have had the opportunity to lead and contribute to the development of multiple credited game titles, ranging from AAA multiplayer online games to FPS and mobile games. My passion for creating engaging and entertaining experiences for players drives me to constantly strive for excellence in every aspect of game production.I am an expert in managing schedules, coordinating with cross-functional teams, and developing positive relationships with key stakeholders. My deep understanding of Agile methodologies and project management principles allows me to effectively plan and execute projects on schedule and within time constraints.With my wealth of experience, I am confident in my ability to bring new and exciting gaming experiences to players everywhere. Let's connect and discuss how I can bring my expertise to your next project.Credited Titles • DOOM (2016)• Star Wars: The Old Republic Rise of the Hutt Cartel (2013)• Star Wars: The Old Republic (2011)• Aion (2009)• Dungeon Runners (2007)• Richard Garriott's Tabula Rasa (2007)• Auto Assault (2006)• Guild Wars: Nightfall (2006)• City of Villains (2005)• Ultima Online: Age of Shadows (2003)• Ultima Online: Lord Blackthorn's Revenge (2002)
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Production DirectorAzra Games Oct 2024 - PresentSacramento, Us -
Producer ManagerRocket Science Group 🔜 Xds Mar 2024 - Jul 2024Schenectady, New York, UsAs the Producer Manager at Atomic Theory, I was responsible for managing the production team and ensuring the successful execution of client projects. My responsibilities encompassed overseeing the entire production lifecycle for multiple client engagements, from project inception to successful delivery. Additionally, I served as a key member of the Atomic Theory leadership team, driving business growth by collaborating with the studio GM and Business Development team in developing and negotiating winning proposals and contracts. -
Lead ProducerRocket Science Group 🔜 Xds Apr 2023 - Jul 2024Schenectady, New York, UsAs the Lead Producer at Rocket Science, I was responsible for overseeing the entire production process from start to finish. I built and managed our team of talented producers, ensuring they had the resources and support they needed to succeed. I also played a key role in maintaining strong relationships with our clients, understanding their needs, and delivering exceptional results.In addition to my day-to-day responsibilities, I was involved in setting the strategic direction for our production department. I worked closely with company leadership to define clear goals and objectives that aligned with the overall business strategy. This involved everything from developing new processes and workflows to identifying opportunities for growth. -
Live Service ProducerElectronic Arts (Ea) Nov 2020 - Mar 2023Redwood City, Ca, UsEA Industrial Toys | Battlefield MobileResponsible for refining and managing the live service release process for Battlefield Mobile, including release scheduling, issue resolution, and overall communications with the development teams and stakeholders. - Partnered with EA's customer support, legal, certification, and release management teams to resolve issues and obtain all necessary approvals in order to go live with the Closed Alphas, Closed Betas, and Soft Launch release phases. - Coordinated between EA's customer support and localization teams and the development teams to align tech integrations into the app to support the live service needs. - Supported feature and engineering development teams as their production partner to plan, scope, and achieve their sprint and milestone goals. -
ProducerElectronic Arts (Ea) Jun 2020 - Oct 2020Redwood City, Ca, UsMaxis | Unannounced Project (Cancelled) Responsible for prioritizing development and guiding multiple development content and backend teams through milestone checkpoints. - Worked closely with EA’s social platform teams to identify desired features for the title and had regular check-in to review progress and provide project updates. - Set priorities for Sprints and Milestones to meet Pre-Production goals.- Reviewed player experienced data that was collected by the EA User Experience team to help identify player motivations and expectations in order to validate our hypothesis of the title gameplay, art style, and elevator pitch messaging. -
Lead ProducerElectronic Arts (Ea) Mar 2017 - Jun 2020Redwood City, Ca, UsRed Crow/EA Mobile | The Simpsons: Tapped Out (Mobile)Lead Producer for The Simpsons: Tapped Out that was responsible for content development updates, scheduling, live service response, development team management, and licensor approvals.- Successfully launched 50 content updates for the title and consistently beat yearly revenue and player engagement targets. - Created year long content and feature roadmap development plans and responsible for aligning development team, executive, licensor, and development partners to those plans.- Ensured a constant and consistent schedule of major and minor new content updates by working closely with internal cross-discipline teams and external development partners. - Directly managed and mentored the design, engineering, and art leads as well as the development manager and associate producer. -
Associate ProducerBethesda Game Studios Austin (Formally Battlecry Studios) Jan 2015 - Mar 2017Doom (2016), Fallout 76, BattleCry (cancelled)Associate Producer and Scrum Master for multi-disciplinary teams responsible for development and release of new content, infrastructure, and security services for single player and online multiplayer gameplay for DOOM, DOOM DLC 1/2/3, Fallout 76, and BattleCry. - Worked closely with Senior Production team to create and maintain milestone schedules and production plans of new content and tech development. These plans were used to identify key dates and help the development teams make informed decisions about the priorities for gameplay development. - Coordinated Product Owners, Production, and Development teams to pivot as necessary due to changes in milestone, release dates, or scope change and develops achievable mitigation plans to develop high quality content.
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Quality Assurance LeadBethesda Game Studios Austin (Formally Battlecry Studios) Oct 2013 - Dec 2014BattleCry (cancelled) - Responsible for creating and implementing QA processes and practices for BattleCry Studios.- Coordinated testing between multiple studios in for focus testing, general balance/functionality testing, demos, and evaluations. - Evaluated and implemented QA bug tracking tool and workflow (Hansoft).- Worked directly with QA management, production, and development team to discuss test scheduling and issues.- Diagnosed and communicated issues at a high-quality level (i.e., complex bug troubleshooting and scheduling conflicts) to upper management.- Tracking and management of the daily workload of the embedded test team.- Effectively and objectively communicating the status of the project to both the production and development teams as well as QA management.
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Senior Quality Assurance LeadBioware Jul 2010 - Sep 2013Edmonton, Alberta, CaStar Wars: The Old Republic- Responsible for coordinating testing initiatives between Production, Development, and QA departments to create short and long-term testing schedules and goals in order to provide full testing coverage for new and emergent content and features for Star Wars: The Old Republic. - Prioritizing testing requests to ensure the highest quality of delivered content.- Analyzing issue report data to create risk analyses of testing initiatives and developed effective testing strategies utilized by in-house and outsource testing groups.- Managing the embedded QA analysts team (10+ testers) and outsourced QA teams (60+ testers)- Providing guidance in prioritization of tasks, creation of testing materials, and quality of work.- Developing full end to end test schedules and strategies in order to ensure all user facing and back end functionality was of the highest possible quality. - Prioritizing emergent testing requests against testing schedules. -
Quality Assurance Lead/Senior Qa Tester/Qa TesterNcsoft Feb 2005 - Jul 2010Bellevue, Wa, UsAs the Quality Assurance Lead I managed multiple Quality Assurance teams for the MMORPG titles Tabula Rasa, City of Heroes, and several unannounced MMO titles. Successfully launched all phases of the Beta tests, live launch, and major updates for Tabula Rasa and major updates for City of Heroes from the quality assurance testing standpoint.As a Senior QA Tester I performed live testing for the MMORPG City of Heroes, created testing procedures, and trained new testers.As a QA tester I preformed regular QA testing duties for the MMORPG City of Heroes. -
Quality Assurance TesterMultimedia Games May 2004 - Feb 2005Las Vegas, Nevada, Us -
Quality Assurance TesterElectronic Arts (Ea) May 2001 - Mar 2004Redwood City, Ca, UsQuality Assurance Tester on Ultima Online: Lord Blackthorn's Revenge (2002), Ultima Online: Age of Shadows (2003), and Ultima X: Odyssey (canceled).
Cody Russell Skills
Cody Russell Education Details
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St.Edward'S UniversityComputer Systems Management -
Austin Community CollegeGraphic And Web Page Design
Frequently Asked Questions about Cody Russell
What company does Cody Russell work for?
Cody Russell works for Azra Games
What is Cody Russell's role at the current company?
Cody Russell's current role is Production Director | Video Games | CSM |.
What is Cody Russell's email address?
Cody Russell's email address is co****@****ail.com
What schools did Cody Russell attend?
Cody Russell attended St.edward's University, Austin Community College.
What skills is Cody Russell known for?
Cody Russell has skills like Mmorpg, Video Games, Mmo, Quality Assurance, Game Development, Devtrack, Multiplayer, Online Gaming, Gameplay, Computer Games, Game Testing, Testing.
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