James Pacquing Email & Phone Number
area 917, 914, and 845
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Who is James Pacquing? Overview
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James Pacquing is listed as Senior Producer | Scrum Master | Project Manager | Video Game Production Professional at Big Fish Games, a company with 443 employees, based in San Mateo, California, United States. AeroLeads shows phone signal with area code 917, 914, 845 and a matched LinkedIn profile for James Pacquing.
James Pacquing previously worked as Senior Producer at Scopely and Producer II (Project Manager) at Big Fish Games. James Pacquing holds Professional Certification In Business Project Management, Business Project Management from New York University.
Email format at Big Fish Games
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About James Pacquing
As an accomplished and dynamic leader with hands-on experience defining and driving the utilization and implementation of best practices to support complex technology project management, I thrive in collaborative environments with the ability to navigate ever-changing client needs, improve workflows, and continuously drive profitability. I am adept at cultivating partnerships and building trusted relationships across stakeholder groups, including executive-level communications within industry-leading organizations. My unparalleled ability to lead diverse teams ensures a high-performance level while enhancing operations to ensure the on-time delivery of complex projects within tight timelines. Certifications: Certified Scrum Master (CSM), Certified Scrum Product Owner (CSPO), Project Management Professional (PMP), and Professional Certificate in Project Management.Subject Matter Expertise: Scrum Best Practices, Project Management, Stakeholder Relations, Agile, Kanban, Waterfall, Cross-Functional Teams, Process Improvements, Leadership, Training, and much more.
Listed skills include Video Games, Game Development, Xbox 360, Computer Games, and 19 others.
James Pacquing's current company
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James Pacquing work experience
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Senior Producer
Current
Producer Ii (Project Manager)
- Oversaw cross-functional teams in developing and iterating games-as-a-service (GaaS) features to support large mobile game software projects. Cultivated partnerships with key stakeholders to improve communication and.
- Trained Product Owners in a Scrum structure to better prioritize shifts in work assignments.
- Drove SDLC for a server-side platform feature, increasing stability from 88% to 99.97%, and security from F to A+.o Worked with Product Owners in Agile with a weekly Scrum schedule to better respond to changes.
- Iterated on a process to hand off work through JIRA to go through concept, implementation, and testing phases.
- Onboarded a new Content team and implemented content pipelines for the event system.
- Improved live event rollouts by leveraging technologies to foster and support timely communications.Key Projects:EverMerge (iOS, Android)
Producer (Project Manager)
- Engaged with key stakeholders to support live games and worldwide launches. Acted as a key point of contact for complex project management and coordination tasks, building positive relationships with vendors to ensure.
- Developed and refined project management to support 50+ staff across five disciplines with up to 12 contributors.
- Spearheaded the delivery of a game feature from ideation to launch within a two-week development cycle (Harry Potter: Wizards Unite).
- Facilitated Scrum ceremonies as Scrum Master for cross-discipline teams for software projects in various stages of development.
- Implemented key process improvements to Confluence and JIRA to increase accessibility, efficiency, and clarity. Key Projects: Harry Potter Wizards Unite (iOS, Android) - LiveOpsUnannounced Mobile Project (iOS.
Producer (Scrum Master)
- Progressed in responsibility to manage Product Owner and Release Owner responsibilities, including assessing risks to avoid client delays. Promoted employee engagement through an inclusive team culture and ongoing.
- Improved delivery times by 15% without losing quality by applying Kanban to a team using Scrum.
- Recognized for ensuring teams deliver projects on time for monthly client releases while mitigating risks.
- Acted as a Scrum Master for a 10-person engineering team.
- Leveraged Kanban to organize a two-year backlog of work in less than three months.
- Functioned as a Product Owner for an India-based team; participated in Scrum of Scrums to represent the engineering and content teams.
Producer, Slot Dev - Csm, Cspo
Scrum Master for LiveOps / DevOps teamRelease ManagementCoordinate with Lead Producer and Product Owners on Slot Development Team to finalize release schedule to client Casino teams.Assure that game development teams are delivering projects on time for intended release. Prioritize release content with engineering and testing leads.Change Management.
Associate Producer - Csm, Cspo
Scrum Master for DevOps / LiveOps team providing new development tools and technical support for developers within SG Social. Refined Scrum and Kanban agile methodologies to improve workflow and project transparency for the team and stakeholders. Refined Pull Request review and approval process with a Kanban approach to regularly clear pull request.
Consultant
Part-time project management and event planning solutions while attending post-baccalaureate and graduate studies in New York and Austin, TX.Reviewed project milestones and provided gameplay feedback for mobile game projects by independent app developers. Researched, conceptualized and prototyped functional exercise equipment for physical therapy.
Associate Producer (Project Manager)
- Finalized game software project through the development cycle to final QA testing to platform regulatory approvals.Notable Contributions:
- Supported Senior Producer with the daily communication and bug prioritizing with external development team and internal QA teams towards achieving Gold-Master platform submission approval with Sony for Ghostbusters.
Producer (Scrum Master)
- Hired as a Scrum Master to help transition from Waterfall to Scrum/Agile development across local and offshore teams.Notable Contributions:
- Spearheaded the re-design of the original software project.
- Transitioned production methodology from Waterfall to Scrum to adapt to changing client needs.
- Served as Scrum Master to internal development team and as Agile Coach to train members of the development team in Manila Philippines.
- Coordinated with Ubisoft Publishing Producer in managing platform submission Gold Master approval with Nintendo on Circus Games (Wii). Key ProjectsCircus Games Wii (Ubisoft, 2008) Implemented Scrum methodology to.
Associate Producer (Project Manager)
- Engaged with development teams to support timeline management and approvals from concept to release. Worked with Product Development and Marketing on playable demos for testing and published reviews.Notable.
- Instrumental role in supporting the development and launch of 31 game SKUs on multiple platforms.
- Completed and shipped 31 game projects released on PC and multiple console platforms on time and within budget, starting in various stages of development from concept to alpha under publishing labels Gotham Games.
- Owned Product Development team process for First Party Gold Master Platform Submissions and ESRB/PEGI Rating submissions, working with account managers to ensure timely delivery of all submission requirements for Sony.
- Supported external development teams providing milestone feedback and facilitating approvals through all phases of development from concept to gold master release.Key Projects Sid Meier’s Civilization IV (2K Games.
Intern
- Logged Interview DAT tapes and MiniDiscs.
- Selected and edited sound bites from interviews for on-air use using ShortCut audio editor.
- Transcribed interview sound bites for MTV Radio Network and MTV Online.
- Transfer sound from VHS, Beta, and ¾ tapes onto DAT.
- Searched for potential news from interview tapes.
- Prepared Talent Bios to be sent to affiliated radio stations across United States.
Intern
- Assisted the Directors of Audio Operations, logging newly created master tapes for placement in the Studio Library.
- Assisted the Audio Duplication Department in making CD duplicates of studio projects to be delivered to Sony executives and mass production plants.
Intern
- Office work that included answering phones, filing, burning CDs, delivering videos and CDs to Nickelodeon’s corporate office, and ordering studio and office equipment.
- Studio work that included studio and microphone setup for recording.
- Assisted the Sound Effects Editor planting sound effects for episodes of Nickelodeon’s Blue’s Clues.
Colleagues at Big Fish Games
Other employees you can reach at bigfishgames.com. View company contacts for 443 employees →
Eric Christensen
Colleague at Big Fish Games
Seattle, Washington, United States, United States
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NA
Nigel Anderson
Colleague at Big Fish Games
Greater Seattle Area, United States
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MB
Manan Bhavsar
Colleague at Big Fish Games
Ahmedabad, Gujarat, India, India
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AH
Althaf Hakkim
Colleague at Big Fish Games
Sharjah, Sharjah Emirate, United Arab Emirates, United Arab Emirates
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MY
Michelle Yi
Colleague at Big Fish Games
Seattle, Washington, United States, United States
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AW
Aaron Wilson
Colleague at Big Fish Games
Renton, Washington, United States, United States
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SR
Saffron Roberts
Colleague at Big Fish Games
Brough, England, United Kingdom, United Kingdom
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DW
Dave Williams
Colleague at Big Fish Games
Dubai, United Arab Emirates, United Arab Emirates
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TK
Timothy Kind
Colleague at Big Fish Games
Greater Seattle Area, United States
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PA
Peddarapu Ashok
Colleague at Big Fish Games
Hyderabad, Telangana, India, India
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James Pacquing education
Professional Certification In Business Project Management, Business Project Management
Physical Therapy/Therapist
Bachelor Of Music, Music Technology
Exercise Physiology
Health Science Prerequisite Courses
Full Stack Web Development Certification, Computer Software Engineering
Frequently asked questions about James Pacquing
Quick answers generated from the profile data available on this page.
What company does James Pacquing work for?
James Pacquing works for Big Fish Games.
What is James Pacquing's role at Big Fish Games?
James Pacquing is listed as Senior Producer | Scrum Master | Project Manager | Video Game Production Professional at Big Fish Games.
What is James Pacquing's phone number?
AeroLeads has found 4 phone signal(s) with area code 917, 914, 845 for James Pacquing at Big Fish Games.
Where is James Pacquing based?
James Pacquing is based in San Mateo, California, United States while working with Big Fish Games.
What companies has James Pacquing worked for?
James Pacquing has worked for Big Fish Games, Scopely, Wb Games San Francisco, Sciplay Corporation, and Scientific Games.
Who are James Pacquing's colleagues at Big Fish Games?
James Pacquing's colleagues at Big Fish Games include Eric Christensen, Nigel Anderson, Manan Bhavsar, Althaf Hakkim, and Michelle Yi.
How can I contact James Pacquing?
You can use AeroLeads to view verified contact signals for James Pacquing at Big Fish Games, including work email, phone, and LinkedIn data when available.
What schools did James Pacquing attend?
James Pacquing holds Professional Certification In Business Project Management, Business Project Management from New York University.
What skills is James Pacquing known for?
James Pacquing is listed with skills including Video Games, Game Development, Xbox 360, Computer Games, Ps3, Console, Video Game Production, and Wii.
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