Daryl Nelson Email and Phone Number
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Games producer with 4+ years of production and 9+ years of software development at AAA studios, bridging gaps between technical problems and brilliant people to produce highly motivated and successful teams.9 years’ experience in software engineering for Sony, Blizzard, and Pokemon. Crafting gaming experiences across web, mobile, console and PCOwns the organization of highly technical teams to align with wider project standards of communication and visibilityCreates and owns engineering roadmaps spanning entire project production timelines of 2+ years
Riot Games
View- Website:
- riotgames.com
- Employees:
- 7498
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Technical Producer Ii, Platform Services - League StudioRiot GamesIrvine, Ca, Us -
Game Producer, Online Engineering - Diablo IvBlizzard EntertainmentIrvine, Ca, Us -
Advisor (Production/Qa)Leap Of Faith Studios Sep 2024 - PresentProviding production/QA guidance for the studio -
Engine/Sdet ProducerBungie Mar 2022 - Aug 2024Bellevue, Washington, United StatesEngineering producer for Bungie’s upcoming title, Marathon. During my tenure at Bungie, I’veproduced 3 different engineering teams within the Engine Area for the game: Foundations (clientsecurity and dedicated server work), Services (Platforms, Commerce and Accounts) and SDET(Automation, build deployments). Across all 3 roles, my duties consisted of● Managing the engineering roadmap for Marathon’s Engine efforts● Risk mitigation across internal Marathon area teams and Bungie’s central technologyteam● Using Atlassian JIRA and Confluence to track features and defects across the team,culminating in burndown reports and project analyses● Interpersonal conflict resolution● Conducting Agile rituals including daily standups, sprint retrospectives and milestoneplanning meetings● Coordinating with other producers to align on priorities and identify upcoming risks.● Protect the team’s velocity from randomization and distractions -
Technical ProducerWizards Of The Coast Aug 2021 - Mar 2022Renton, Washington, United StatesTechnical Producer for the Magic the Gathering: Arena Build and Release Team. As the team’sProducer, I perform the following duties● Establish order in the chaos by taking steady, iterative approaches to parsing andprioritizing team backlog into manageable sprints● Act as the team’s shield from distraction and randomization from other groups; trafficcontrol incoming requests into a prioritized cadence that is weighed against existingdeliverables● Champion the team’s morale and wellbeing by taking steps to lift spirits during times ofstress, and celebrate team victories● Own and coordinate all Scrum/sprint related ceremonies (standups, retrospectives,planning and backlog maintenance through JIRA)● Facilitate discussions between other engineering groups within the Digital Games Studioand resolve both business and interpersonal conflicts as they arise● Collaborate with a team of other producers to identify risks and blockers andcommunicate effectively to stakeholders● Build a strong understanding of the product by playing Arena regularly and providefeedback on mechanics and game balance -
Associate Technical Producer31St Union Oct 2020 - Aug 2021San Francisco Bay AreaAs the studio’s only Technical Producer, I manage 31st Union’s engineering organization. My responsibilities included:Providing visibility into the engineering organization -Primary point of contact for all engineering workflows-Introduced Kanban style task flow management and estimation through JIRA-Provide weekly reports on engineering project updates to keep the studio leadership apprised of shifting deliverables-Provide on-demand status updates and course correction strategies-Provide scheduling for engineering initiatives in line with wider studio production team-Collaborating with engineering and Technical Art leadership to build feature roadmap and initiatives for major project milestonesProviding visibility from the wider studio to the engineering department-Act as liaison in important cross-department stakeholder meetings and convey the results back to engineering leadership-Evaluate and update priorities for active engineering work in collaboration with engineering leadership and other stakeholders-Identify production risks and provide mitigation plans for scheduling conflicts.Engineering management-Onboard new engineering hires to the team by walking them through task flow, production processes and aligning on preferred work styles.-Schedule regular 1:1s with the team to monitor morale and workload -Peer to peer conflict resolution-Accurately assess incoming asks with the current workload and effectively negotiate when conflicts ariseGeneral studio utility support-Produce meetings by keeping attendees focused on the agenda, and keeping meetings within their scheduled times-Provide cultural guidance on Diversity and Inclusion through management of the studio’s BIPOC affinity group. -
Software EngineerThe Pokémon Company International May 2019 - Oct 2020Bellevue, WashingtonBuilding services for the Pokemon Trainer Club (Pokemon's global account management system) and login/authentication services for all Pokemon games published in the US (including Pokemon Go).In this role, I owned the development of the Nintendo Account Link feature for the Pokemon Trainer Club. I created the initial feature prototype, gathered requirements from stakeholders, and outlined the stories needed to bring the feature to life. My team and I shipped the fully fleshed feature in time for the announcement of the 2020 Pokemon World Championships.In addition to this, I lead the integration of an Oauth PKCE solution across internal teams to provide authorization services for their clients. I acted as the envoy and liaison between my team and the other teams to answer questions, provide documentation and troubleshoot integration issues. I leveraged my expertise in this space to provide excellent support to the other engineering teams and delivered our solution ahead of schedule.I also acted as Product Owner for an internal project to improve the quality of our Online Services localization processes. In this role, I gathered requirements from all teams and created stories and acceptance criteria for multiple potential solutions.Technologies used:Java (Spring Framework)Python (Django Framework)DynamoDBPostgresAWSDocker -
Software Engineer, Game SitesBlizzard Entertainment Jul 2017 - Feb 2019Irvine, CaliforniaAs a primary developer for the Heroes of the Storm website, I created pages for new heroes, maps and events for the eponymous game.In this role, I owned the development of 2 BlizzCon pages (Dragons of the Nexus and Orphea, Heir of Raven Court) and assumed full engineering ownership of the Heroes of the Storm website. Using Docker and AWS, I managed a cloud agnostic site and maintained a biweekly deployment pipeline. I owned the development lifecycles of new features from start to finish across a Spring based Java stack and a Nodejs stack. -
Software Engineer IiPlaystation Apr 2016 - Jul 2017Orange County, California AreaDeveloped features and services for the PlayStation 4's User Profile 2.0 using Ember.js Acted as scrum master for the team developing the User Profile 2.0.Developer for the PlayStation Now subscription service on PC and PS4.Technologies/Languages used:JavaScriptEmber.jsHandlebars -
Software Engineer IiPlaystation™Network - Sony Network Entertainment Int’L Apr 2015 - Mar 2016San Francisco Bay AreaIn this role, I lead and owned the development of the PlayStation Now storefront on 2015 and 2016 Sony TVs and Sony Blu-Ray Disc Players. I also coordinated efforts across multiple teams to ensure that PlayStation Now is stable on a variety of non-PlayStation devicesI shipped PlayStation Now worldwide (US, UK, Canada, Japan) on 2015 and 2016 Sony TVs and Blu-Ray Disc Players using the same legacy codebase as previous releases on consumer electronic devices. I accomplished this by using a hardware abstraction layer that I created. As a direct result of that abstraction layer, the last deployment to 2016 Samsung TVs without writing any additional code.I also acted as scrum master for the client development team on PlayStation Now for PC. In this role, I collaborated closely with the team's product owner in order to manage the schedule of our team and ensure the timely delivery of mission critical features. I coordinated with product managers and program managers to ensure that dependencies were resolved and that all stakeholders had an up-to-date view of the project as a whole. I also used my prior experience working abroad in Tokyo to mitigate cross-team (and cross-country) dependencies for my team. -
Software Engineer ISony Network Entertainment Int'L (Snei) Nov 2013 - Apr 2015San Francisco Bay AreaI worked on the PlayStation Now team developing software for Sony Bravia TVs, Sony Blu-Ray Disc Players and Samsung Smart TVs. All launched platforms to date run on the same codebase allowing our other partners (both within and outside of Sony) to perform integrations almost entirely autonomously. I ensure the stability and functionality of the backend and structural features of the rich web TV application. In addition, I coordinate and act as the liaison between our San Francisco based team and the Tokyo based Sony Home Entertainment team which develops the Sony TV and BDP firmware. I developed the bridging layer between the PlayStation Now web interface and the internal device firmware. Finally, I created and maintain the suite of acceptance tests that are used by our app to validate all incoming firmware updates.Technologies/libraries used:JavaScriptNode.jsBackbone.jsRequire.jsGruntMochaAndroid -
Software Engineer IiSony Aug 2015 - Oct 2015Within 23 Wards, Tokyo, JapanI worked abroad in Tokyo to aid the Network Platform Services team.As part of the Network Platform Services team, I leveraged my expertise with TVs and consumer electronic devices to provide guidance and implementation of an EmberJS rewrite for the existing sign in service for PlayStation Network on consumer electronic devices. In this role, I was the tech lead for the TV implementation and coordinated across 3 teams to ensure that all proposed solutions were compatible with all stakeholders. -
Software Engineer, Game StudioGree International, Inc Aug 2012 - Nov 2013San Francisco Bay AreaDevelop new features and tools for GREE's in-house games in a variety of different client and server languages.Shipped titles:MLB: Full Deck (Backend Node.js Engineer)Crime City (Android Engineer)Modern War (Android Engineer)Legends at War (Android Engineer) -
Software Engineer, Game IntegrationGree International, Inc Jan 2012 - Aug 2012San Francisco Bay AreaAs part of the Game Integration team, I help ensure the technical stability and success of GREE's 1st party games. I work with game studios to integrate GREE's common technology into each game which incorporates analytics and marketing SDKs into our games. Regular duties include:-Lead Integration engineer on Alien Family and Knights and Dragons: Rise of the Dark Prince-Design and implement new features for GREE's common technology-Integrating the GREE Platform and OpenFeint into GREE's games-Architecture reviews for both new and existing projects-Communicating with various stakeholders to ensure that their needs are met for every GREE title-Documenting new features for developers -
Software EngineerGree, Inc. Apr 2013 - Aug 2013Tokyo, JapanWorked as an exchange engineer from GREE International on the global Driland (ドリランド)team primarily using PHP.Working on GREE's internal advertisement distribution SDK for Android and iOS devices. -
Software Engineer, Master Data ManagementLiaison Technologies, Inc. May 2011 - Jan 2012Alpharetta, GaLiaison provides Software as a Service solutions, using a cloud-based architecture. I work on the Content Development team to manage databases and information sent by our clients. I also perform professional services for our clients to ensure that their software environments are fully functional. This includes (but is not limited to) responding to break reports in a timely and efficient manner, refactoring of existing processes and development of tools to optimize existing processes.Technologies used:JavaJavaScript
Daryl Nelson Skills
Daryl Nelson Education Details
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Computer Science
Frequently Asked Questions about Daryl Nelson
What company does Daryl Nelson work for?
Daryl Nelson works for Riot Games
What is Daryl Nelson's role at the current company?
Daryl Nelson's current role is Technical Producer II, Platform Services - League Studio.
What is Daryl Nelson's email address?
Daryl Nelson's email address is da****@****rds.com
What is Daryl Nelson's direct phone number?
Daryl Nelson's direct phone number is +140759*****
What schools did Daryl Nelson attend?
Daryl Nelson attended Georgia Institute Of Technology.
What skills is Daryl Nelson known for?
Daryl Nelson has skills like Javascript, Android, Java, Programming, Scrum, Agile Methodologies, Video Games, Object Oriented Design, Mobile Games, Mobile Applications, User Interface Design, Debugging.
Who are Daryl Nelson's colleagues?
Daryl Nelson's colleagues are Andrew Grabowska, Aden Farah, Alex Vejnoska, Blake Elder, Colin Wentworth, Brandon Meier, Sybil Villette.
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Daryl Nelson
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Daryl Nelson
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