Danielle Cheah

Danielle Cheah Email and Phone Number

Senior Director Software The LEGO Group, Fractional CTPO. @ Atlas
Danielle Cheah's Location
Cambridge, England, United Kingdom, United Kingdom
Danielle Cheah's Contact Details

Danielle Cheah work email

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About Danielle Cheah

My passion is in video games as a hobby, career and family time. My early years were in industrial RND and that is where I established most of my engineering fundamentals. The majority of my career now is in game development and branching out into different innovative ways of engagement and entertainment. Call it a game, call it the metaverse. now I can add Bricks and toys to the list. Regardless, it is the intentions that make the difference and where values are created. For me, that is about creating emerging ways of engagement for any individual to find enjoyment. What is life if we do not have fun along the way?

Danielle Cheah's Current Company Details
Atlas

Atlas

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Senior Director Software The LEGO Group, Fractional CTPO.
Danielle Cheah Work Experience Details
  • Atlas
    Fractional Ctpo
    Atlas May 2024 - Present
    Vienna, Vienna, At
    As the CTPO, my role is to help establish the technical organisation, establish alignment with the business vision and form the Product strategy.
  • The Lego Group
    Senior Director Software
    The Lego Group Apr 2024 - Present
    Billund, Dk
    The journey has just begun. Looking forward to plotting out the future.
  • Improbable
    Vp Of Platform Engineering, Product And Operations
    Improbable May 2023 - Apr 2024
    London, England, Gb
    Main responsibility includes the development, management and operations of MSquared's main technology product (codename MSquared Origin). Have oversight of MSquared Origin's Engineering activities which include the virtual experiences, the developer systems and tools, operator tools and services, platform operations, DevOps, FinOps, InfraOps, Event Operations, war-rooms/control centres, Web Platform and any custom integration to support customer business modules.From a product perspective. I am part of the product steering group that drives the direction of the product in service to the scale and goals of the MSquared Network while finding alignment with customer projects to fulfil their exploration of new formats in the metaverse space.From a business perspective. I am responsible for running MSquared Origin as a business. Driving new innovations and methods of development while managing the cost of development, operations and affordability. A big part involves me pulling in my past experiences from game development, publishing and technical foundation to strike a balance between business needs and technical implementation.Highlights of achievements;- Successfully optimise our cloud utilisation from a projected cost of £12M to £3M per year.- Established a universal system to monitor and predict the overall cost and projection of all resource consumption.- Responsible for The Product development and organisational budget (~$xxM).- Structuring the organisation into lean teams, cross-functional and adoption of Product Owner and PODs.- Maturing The Product from a collection of technologies into a product and service organisation. Growing the business from a consumption unit into a vended service organisation. Turning the negative net burn rate into revenue generation.
  • Improbable
    Director Of Technology & Operations
    Improbable Dec 2021 - May 2023
    London, England, Gb
    During my time as the Director of Technology and Operations at Improbable Worlds Ltd, my main responsibilities were to help transition the Game Content business unit into the new Metaverse Group business unit. This shift allows the company to focus on their key objectives to be the go-to Metaverse Technology Company.My responsibilities include but are not limited to shaping and growing the Engineering organisation both technically and operationally to fulfil the wide breadth of development activities that are required to develop, service and operate multiple virtual metaverse experiences. The areas of development include virtual experiences (much like game development hosted on the cloud); event operations (much like theatre production and war room operations); cloud-based platforms and services (includes web platform, streaming technology, spatial audio, etc.); and innovative ways for DevOps and FinOps.
  • Improbable
    Head Of Technology Operations, Game Studios
    Improbable May 2021 - Dec 2021
    London, England, Gb
    Joined Improbable Worlds Ltd as the Head of Technology and Operations to set up the central technology group in service of the three internal games studios. All are part of Improbable's Game Content business unit (GCU). All three game studios were developing and innovating all different game genres. My role involved working with each studio GM and TD to identify the technology gaps and best approaches to make each game successful without the cost of duplications and redundancies. I set up the central DevOps function, testing framework and automation, and supported the Online Services team to build the right solutions for respective studios' needs while ensuring that the services are still managed centrally. During my time as the Head of Central Technology, I dived into the GCU business model and started strategising with the C-Team on how to optimise, not only the technology components that should be lifted and shifted for operational and cost efficiency; but also the overall business operational focus and how we could leverage Improbable's core IP, Morpheus. We went through a quick transformation period from the SpatialOS technology stack to the new Morpheus Platform - a highly robust, high-fidelity cloud base high multiplayer density networking solution specifically designed for massive scale. https://codex.msquared.io/technology/m2-morpheus-platform
  • Amazon Web Services (Aws)
    Software Engineering Manager
    Amazon Web Services (Aws) Jun 2019 - Mar 2021
    Seattle, Wa, Us
    Site manager for the Lumberyard Team as well as any Game Tech engineering team located in London. Main responsibilities include strategic planning related to team commitments and alignment to Lumberyard goals. Ensuring the team has all of the configuration and condition to be successful on the goals committed, negotiated and forge alignment at a organisational level to set priorities. Other responsibilities include team and organisational future planning, and external customer support and engagement.
  • Amazon
    Sr Technical Program Manager
    Amazon Jun 2017 - Jun 2019
    Seattle, Wa, Us
    Co-managed and setup of the Lumberyard London team - the first team outside of USA. Throughout the period as the TPM, also held different acting roles such as Software Development Manager, and Product Owner on some projects. Main focus comprises of technical project planning, resource coordination, and program management for all projects executed in London (Physics system, Character system, several unannouched sytems, etc.), setting up the London team for success on their goals, supporting White Glove Customers within EU timezone. Other responsibilities include cross organisational and strategic planning, synchonisation between the different studios, continuously evaluate Lumberyard processes and actively improve those processes with new paradigm and out of the box thinking.
  • Square Enix
    Technical Director
    Square Enix Aug 2015 - Jun 2017
    London, Greater London, Gb
    Game titles- Outriders on Playstation series, XBox series and PC.- Just Cause 3, PDLC and special builds on PS4, XB1 and PC. - Life Is Strange 1, 2 and special editions on PC, Playstation series and XBox series.- Nosgoth on PC. - Sleeping Dogs: Triad Wars on PC.- Other unannounced titles.Also worked on - Square Enix core technologies. - Future/new technologies and opportunities. - Other backend systems and infrastructures.- Project and team management. - Process optimisation and team efficiency.- Stand in Technical Director for Square Enix London Mobile development.- Technical consultant to the Square Enix Collective, the indie development group.Joined Square Enix London as the sole Technical Director in all 3rd party development world wide. Oversee all technical requirements, challenges and consultation of technical solutions for a vast variety of game genres; from open procedural worlds, episodic narrative games, standard action adventure, and to Free To Play live operation 4x4 PvP.On a reoccurring basis I work with producers and designers on each project to identify technical risks, challenges and ensure mitigation and resolution is in place.I am also part of the project acquisition team whereby I perform a list of technical due diligence on the 3rd party team and project which includes site office security, project viability, technical requirements/capabilities, and etc.There are a lot more to the role which would be more interesting to be discussed outside of a Linked-in summary box.
  • Ninja Theory
    Lead Programmer
    Ninja Theory Sep 2009 - Jul 2015
    Cambridge, Gb
    Lead Programmer on - Disney Infinity 2 & 3 on PC, PS3, XBox360, WiiU, PS4 and XB1.Senior Programmer (acting lead) on- Fightback on Android and iOS.- DmC DLC Vergil's Downfall on PS3 and XBox360.Programmer on- DmC (Devil May Cry) on PS3 and XBox360- Enslaved: Odyssey to the West on PS3 and XBox360Joined Ninja Thoery in 2009 as Gameplay Programmer and held various roles such as Senior Engine Programmer, backend and infrastructure development (both programming and planning) and team/project management carving the path to a Lead Engine (and gameplay) Programmer role. Throughout that period, I've worked in various technical and creative teams. Consulted and advices on tools, and pipelines for both technical and nontechnical users.
  • Slightly Mad Studios
    Programmer
    Slightly Mad Studios Sep 2008 - Sep 2009
    Worked on Need for Speed: Shift for PC, PS4 and Xbox360. Areas I've worked on including gameplay, AI, physics, performance and optimisation.
  • Agilent Technologies
    Rnd Software Engineer
    Agilent Technologies Jul 2006 - Aug 2007
    Santa Clara, Ca, Us
    Modular Instrument software project. The Modular Instrument Chassis is the housing system for the USB modular acquisition devices.Several hardware families I worked on;Modular Data Acquisition (DAQ) software project. Data acquisition for waveform generation, triggers, and controls; in analogue, digital and timer signals formats.Modular Oscilloscope software project. Oscilloscope graphing and logic controls project. Software implementation of Digital Signal Processing measurements.Through out the time, I've designed and work on various software solution both for light weightless and modularity to support devices mentioned above as well as scalability on PC in online/offline mode.My specialisation was in high data throughput and visualisation that scales from a 2 by 4 on device led screen in 3D graphs to full fledge PC application for analysis and more complex data manipulation.Till todate, the DAQ test suites and tools are in use in industrial testing environments.
  • Intel Corporation
    Rnd Software Engineer
    Intel Corporation May 2005 - Jul 2006
    Santa Clara, California, Us
    Research and Development (RND) Software Engineer in Intel Embedded Graphics Driver (IEGD) Team.IEGD is a graphics driver for the Intel graphics chipsets. IEGD supports multiple Operating Systems and hardware platform mainly targeted for embedded devices. Its flexible architecture allows customers to customize the display setting to their needs.I worked on graphics driver feature development for IEGD. Worked on various Windows server and desktop versions. Specilize in Windows Embedded and Windows CE development. Provided feature support and implementation to enable IEGD on the teir 1 customers' platforms onto their bespoke hardware.My specialisation was in small form factor operating systems and devices such as windows CE, mobile and hand held devices. I worked on different compression techniques to ensure that the lower end devices performs just as well as the higher end chipsets.

Danielle Cheah Skills

Ps3 Video Games Xbox 360 Game Development Game Programming Programming Unreal Engine 3 Gameplay Xbox Perforce Unrealscript Computer Games Hlsl Gameplay Programming Unity3d Unity Android Unreal 3 Unreal Engine Shaders Embedded Systems Console Win32 Api Visual Studio C Scrum Unreal Editor Opengl Game Mechanics Mobile Games Scripting C# Hansoft Ios Development Game Engines Cross Platform Development Ios Wwise Alienbrain Low Level Programming Artificial Intelligence Jira Mobile Game Development Android Development Multithreading Iphone Multiplayer

Danielle Cheah Education Details

  • The University Of Hull
    The University Of Hull
    (1St Hons) Games Programming
  • Coventry University
    Coventry University
    (1St Hons) Software Engineering

Frequently Asked Questions about Danielle Cheah

What company does Danielle Cheah work for?

Danielle Cheah works for Atlas

What is Danielle Cheah's role at the current company?

Danielle Cheah's current role is Senior Director Software The LEGO Group, Fractional CTPO..

What is Danielle Cheah's email address?

Danielle Cheah's email address is da****@****ail.com

What schools did Danielle Cheah attend?

Danielle Cheah attended The University Of Hull, Coventry University.

What are some of Danielle Cheah's interests?

Danielle Cheah has interest in Water Sports, Figurine Modeling And Collection, Hiking, Books, Outdoor Sports Like Paintball.

What skills is Danielle Cheah known for?

Danielle Cheah has skills like Ps3, Video Games, Xbox 360, Game Development, Game Programming, Programming, Unreal Engine 3, Gameplay, Xbox, Perforce, Unrealscript, Computer Games.

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