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Jody Hicks is a seasoned software development professional with a rich background encompassing roles as a Producer, Project Manager, Game Designer, and Creative Director. His professional journey reflects a unique combination of technical expertise and creative vision, highlighting a career drawing from over 25 years of experience in the video game and software development domain. Having contributed to a diverse array of software solutions, including video games for console, mobile, and PC, as well as web and mobile apps, Jody brings a comprehensive understanding of the complexities involved in leading teams to craft and deliver successful and impactful software solutions.• 25 years of software development experience with dozens of titles shipped in the video game industry.• A strong creative leader directing 30+ person, Cross Discipline teams on multiple high-profile projects.• Extensive experience in working with and managing external Publishers, Developers, and Licensors.• Developed a wide variety of software and applications across multiple platforms including console, mobile, PC, and web.• Well-versed in the high-pressure process of recruiting, mentoring, and managing development staff of all skill levels and disciplines.• Adaptive communicator across all disciplines to create and iterate on game and application features.
Retrorescue
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OwnerRetrorescueFresno, Ca, Us
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Owner OperatorRetrorescue Feb 2015 - PresentFresno, CaliforniaOperations Management: Managed day-to-day operations of retro console repair and refurbishment services, ensuring smooth and efficient service delivery to hundreds of customers worldwide.Product Creation and Manufacturing: Led the creation and manufacturing of the Snes2Jag and the Gen2Jag, passive AV cable converters for the Atari Jaguar, providing enhanced audio and video connectivity options for retro gaming enthusiasts.Parts Sourcing and Purchasing: Responsible for sourcing and purchasing all repair, modification, and restoration parts for retro gaming consoles, ensuring the availability of high-quality components.Circuit Building and Modifications: Built audio and video circuits and performed all modification installations, enhancing the functionality and performance of retro gaming consoles.Order Fulfillment and Customer Service: Acted as the main point of contact for all order fulfillment and customer service inquiries, ensuring prompt and satisfactory resolution of customer issues and inquiries.Exceptional Customer Satisfaction: Maintained a 100% customer satisfaction rating, demonstrating a commitment to providing excellent service and meeting customer needs.
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Project ManagerFirmitas Mar 2024 - Aug 2024Illinois, United States -
Sr. Project ManagerBitwise Industries Jun 2022 - May 2023Fresno, California, United StatesUpon returning to Bitwise Industries I resumed my Sr. Project Manager role with a focus on team development, mentorship and career coach for software developers across all skill levels, cultivating a collaborative atmosphere aimed at maximizing each team member's growth, success and happiness. -
Sr. ProducerTlm Partners, Inc. Sep 2021 - May 2022I orchestrated and guided comprehensive game development initiatives across Xbox, PC, and PS consoles. My role involved directing both internal and external game projects, providing oversight at every stage of development to ensure alignment with client expectations and stringent internal quality standards.I effectively coordinated multiple development teams operating at various project stages, fostering collaboration to maximize efficiency throughout the entire game development process. This included implementing strategic measures to streamline workflows and enhance overall productivity.In my capacity as a Senior Producer, I took charge of routine progress meetings and monitoring project milestones. I delivered timely, transparent updates to clients and senior staff, fostering clear communication. Prioritizing consistent reporting I ensured that project health and success metrics were effectively communicated, contributing to the overall success and seamless execution of each game feature. -
Sr. Project ManagerBitwise Technology Consulting Dec 2020 - Sep 2021Fresno, California, United StatesAs Sr. Project Manager my role transitioned from an individual contributor to a focus on team development, mentorship and career coaching for software developers across all skill levels, cultivating a collaborative atmosphere aimed at maximizing each team member's personal and professional growth and career success. -
Project ManagerShift3 Technologies Jul 2018 - Dec 2020Fresno, California AreaAs a Project Manager, I led and directed cross-functional remote software development teams, successfully delivering a range of socially impactful projects encompassing Web, Mobile, and AWS-based solutions, all accomplished within specified timelines and budget constraints. Employing agile methodologies, I played a key role in driving continuous improvement, adapting to evolving project requirements, and optimizing team efficiency.Throughout the end-to-end project lifecycle, my responsibilities extended from the initial client meeting, project scoping, and planning, to overseeing development, execution, and closure. In close collaboration with internal and external stakeholders, I worked diligently to define precise project scope, objectives, and deliverables, ensuring a seamless alignment with both strategic business goals and client needs.My commitment to transparency and accountability was evident in the development and maintenance of comprehensive project documentation, establishing a robust framework for transparency and traceability throughout the project's entire lifespan. In this capacity, my role as a Project Manager significantly contributed to the success and seamless execution of multifaceted software development initiatives. -
Producer - Sr. Game DesignerVisual Concepts Feb 2015 - Feb 2016Novato, CaFully owned the development and production of the WWE Showcase campaign for high-profile WWE-branded AAA games, orchestrating a successful execution that spotlighted the unique features and excitement of WWE gameplay and WWE Superstars.Fine-tuned and balanced over 30 wrestling matches in Austin 3:16 Showcase Mode for WWE2K16. Elevated the gameplay experience and heightened challenge levels, contributing to an immersive and engaging gaming environment that was widely praised by critics, fans and Stone Cold Steve Austin himself.Balanced, and refined character attributes and move sets for a robust roster of 120+ WWE2K16 characters. Ensured each character's movesets and attributes reflected their real world counterpart which contributed to diverse and captivating gameplay and enhancing the overall player experience.Effectively managed an international development team based in Yokohama, Japan, fostering seamless collaboration. Spearheaded an environment of effective communication and shared vision which is crucial to the success of WWE game development.Led weekly video conference meetings and daily email discourse to address development issues, strategize solutions, and clearly track project milestones. Ensured efficient progress and timely resolution of challenges, guaranteeing the project's smooth trajectory. -
Lead Game Designer: MobileMoonbot Studios Sep 2014 - Feb 2015Shreveport, Louisiana AreaLeveraged the Unity engine to craft, develop, and deploy game designs and prototypes exclusively tailored for iOS, Android, and web platforms.Served as the lead designer for the development of an endless runner game inspired by the European Prince snack food brand. Ensured a seamless transition to mobile platforms, guaranteeing an immersive and entertaining gameplay experience for users on the go Including multiple client specific designs that catered to the European Mobile market.Innovated and implemented mobile-friendly gameplay mechanics and designed unique levels for each of the Prince Characters. Tailored each level to enhance variety and challenge, contributing to an engaging mobile gaming experience based on Prince Branded snack biscuits.Streamlined and refined the game design and development processes specifically catering to mobile game development. This initiative aimed to boost efficiency, optimize existing workflows, and maintain / clarify the scope of work against the changing desires of the client. -
Producer - Sr. Designer Ii2K Games Feb 2013 - Jan 2014Northridge, CaliforniaFully owned the development and production of the WWE Showcase campaign for high-profile WWE-branded AAA games, orchestrating a successful execution that spotlighted the unique features and excitement of WWE gameplay and WWE Superstars.Served as the Director of motion capture sessions for 70+ cutscenes in WWE2K14 Showcase. Collaborated with international developers and active professional Wrestlers to achieve realistic and immersive storytelling, enhancing the narrative quality of the WWE gaming experience.Fine-tuned and balanced over 40 wrestling matches for the 30 Years of Wrestlemania Showcase for WWE2K14. Elevated the gameplay experience and heightened challenge levels, contributing to an immersive and engaging gaming environment that was widely praised by critics and fans.Balanced, and refined character attributes and move sets for a robust roster of 120+ WWE2K14 characters. Ensured each character's movesets and attributes reflected their real world counterpart which contributed to diverse and captivating gameplay and enhancing the overall player experience.Effectively managed an international development team based in Yokohama, Japan, fostering seamless collaboration. Spearheaded an environment of effective communication and shared vision which is crucial to the success of WWE game development.Led weekly video conference meetings and daily email discourse to address development issues, strategize solutions, and clearly track project milestones. Ensured efficient progress and timely resolution of challenges, guaranteeing the project's smooth trajectory. -
Sr. DesignerThq May 2012 - Feb 2013Agoura Hills, CaliforniaBalanced, and refined character attributes and move sets for a robust roster of 108 WWE '13 characters. Ensured each character's movesets and attributes reflected their real world counterpart which contributed to diverse and captivating gameplay and enhancing the overall player experience.Provided valuable gameplay feedback and tuning to core gameplay behaviors, ensuring a polished and satisfying gameplay experience for players. Additionally, contributed to the refinement of the Attitude Area Showcase flow and feel, enhancing the overall gameplay presentation and player engagement. -
ProducerEnvie Interactive Aug 2011 - Jan 2012Sunnyvale, CaSpearheaded the conceptualization and execution of acquisition/retention compulsion loops for cooperative play, resulting in a notable increase in unique daily users during November 2011.Provided mentorship to Junior Design staff, focusing on refining core tutorial and feedback loop systems. This initiative not only improved customer relationships but also fortified the foundational aspects of gameplay.Innovated and implemented Free-to-Play (F2P) activities and consumables, strategically enhancing social player interactions and engagement within the gaming environment.Led the effort to streamline future gameplay implementation and enhance affordability by strategically optimizing core gameplay design elements. This approach contributed to a more efficient and cost-effective game development process. -
Producer - Game DesignDisney Interactive Studios Dec 2009 - Mar 2011Glendale, CaliforniaAssumed responsibility for the design direction and successful execution of multiple at-risk projects spanning various gaming platforms, ensuring they align with Disney Interactive Studios' unique storytelling and brand standards.Oversaw all design documents, gameplay reviews, and provided creative milestone approval, meticulously maintaining the distinctive design integrity required by Disney Interactive Studios throughout each project's development cycle.Orchestrated and chaired cross-functional production team meetings tailored for Disney Interactive Studios, evaluating features, goals, milestones, schedule, and scope. Fostered collaboration and aligned team efforts to uphold the enchanting and immersive experiences associated with Disney experiences and branding.Delivered timely status updates to Disney Interactive Studios' senior staff, offering detailed insights into project progress, milestones, and any potential risks or concerns. Maintained transparent communication channels to ensure senior staff's alignment with project objectives.Developed and nurtured a collaborative working relationship with both internal and external development staff at Disney Interactive Studios. Prioritized effective communication to enhance overall team performance, boost developer morale, and maintain the creative excellence associated with Disney projects. -
Producer: Creative DevelopmentDisney Interactive Studios May 2005 - Dec 2009Glendale, CaliforniaEstablished and directed Disney's Think Tank program, tasked with generating innovative game concepts rooted in both new and established Walt Disney intellectual properties.Led the recruitment process and spearheaded cross-functional teams within the Think Tank program, ensuring a diverse skill set and collaborative work environment.Conducted comprehensive market research and audience playtest analysis, leveraging insights to inform and enhance the conceptual design process within the Think Tank program.Successfully created pitched and presented key game concepts to key stakeholders, including Vice Presidents, General Managers, and Executive CEOs at Disney Corporate. -
Creative DirectorTko-Software 2003 - 2005Santa Cruz, CaliforniaSpearheaded the development and management of the creative vision and design team across all TKO-Software projects. From conceptualization to the final product, ensured a seamless and cohesive creative process.Crafted and presented TKO's creative brief to Electronic Arts, successfully securing TKO's inaugural development contract for the prestigious Medal of Honor franchise. Recognition for exceptional presentation, design, and production skills led to promotions from Lead Designer to Creative Director.Took charge of recruiting and hiring TKO-Software's design staff, introducing innovative recruitment strategies that attracted and retained a highly skilled and unified team of designers. This team excelled both individually and collaboratively under strategic leadership.Simultaneously managed the day-to-day development of Medal of Honor: Breakthrough while actively collaborating with the executive team in business development initiatives. The successful delivery of the game not only received positive acclaim but also secured additional contracts with EA, playing a pivotal role in the overall expansion and success of the company.
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Sr. Game DesignerAvaria Corp Jan 2001 - Jan 2003Altamonte Springs, Florida3D Environment Design: Created and implemented immersive 3D environments, crafting visually appealing and interactive game worlds.Model Creation: Designed and developed 3D models for characters, objects, and assets, bringing them to life within the game environment.Housing System Development: Developed a robust housing system, allowing players to customize and personalize their in-game living spaces.Gameplay System Design: Designed and implemented various gameplay systems, enhancing the overall player experience and providing engaging and enjoyable gameplay mechanics.
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Lead DesignerN-Space, Inc May 1998 - Nov 2000Orlando, FloridaGame Asset Design: Designed and managed the creation of game assets, including characters, environments, objects, and visual effects, ensuring high-quality and visually appealing elements for the games.Design Documentation: Developed comprehensive design documentation, outlining game mechanics, features, rules, and art direction, providing a clear vision and reference for the development team.Creative Development: Led the creative development process for licensed games, working closely with licensors to ensure adherence to brand guidelines and delivering captivating and authentic gaming experiences.Project Management: Oversaw the process of asset creation and creative development, and resources to ensure successful and timely delivery of projects.
Jody Hicks Skills
Jody Hicks Education Details
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Art Institute Of PittsburghComputer Animation And Multimedia
Frequently Asked Questions about Jody Hicks
What company does Jody Hicks work for?
Jody Hicks works for Retrorescue
What is Jody Hicks's role at the current company?
Jody Hicks's current role is Owner.
What is Jody Hicks's email address?
Jody Hicks's email address is jo****@****ail.com
What is Jody Hicks's direct phone number?
Jody Hicks's direct phone number is 181848*****
What schools did Jody Hicks attend?
Jody Hicks attended Art Institute Of Pittsburgh.
What are some of Jody Hicks's interests?
Jody Hicks has interest in Education, Science And Technology, Animal Welfare, Arts And Culture, Health.
What skills is Jody Hicks known for?
Jody Hicks has skills like Game Development, Video Games, Game Design, Gameplay, Ps3, Xbox 360, Mobile Games, Game Mechanics, Level Design, Computer Games, Wii, Creative Direction.
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