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Team transformation and product growth specialist. Product focused executive with extensive interactive experience and a proven track record of 20 years of increasingly responsible positions. Combined revenues of over $950M and installs in the hundreds of millions.Specialties: Team Creation/Leadership, Product Management, Engineering leadership, Game Development, Live Services Management, Coaching and Career Development
Fortium Partners
View- Website:
- fortiumpartners.com
- Employees:
- 161
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Cto PartnerFortium PartnersSalt Lake City, Ut, Us -
Sr. Director EngineeringIndeed.Com Oct 2021 - PresentAustin, Texas, Us-Led a team of 400+ engineers, spearheading technical, cultural, organizational and process modernization efforts by leading large teams through a vision and strategy articulation and communication resulting in a cultural move from siloed teams to a common platform and JTBD approach to value delivery-Spearheaded back-end capability and micro front-end architectural transformation by building and articulating a clear vision, building consensus across disparate teams, and articulating and rolling out a clear technical strategy that aligned all disciplines around a measurable outcomes based roadmap resulting in clear platform, mobile, and product engineering outcomes-Initiated team execution transformation by articulating a clear need for delivery predictability, building cross-functional consensus, and pursuing a change management strategy that resulted in a 1 clear execution dashboard used across all teams resulting in clear transparency in the roadmap contributing significantly to yearly revenue exceeding $500M.-Led federated candidate data model process at indeed by highlighting the fractured and fragile state of candidate data across Indeed employer teams, delegating execution of a standard to technical and team leads, and providing support and connections across all Indeed employer teams resulting in standardizing and consolidating plan for delivering a unified candidate data model-Led Indeed orchestration engine architectural discussions by creating a cross Indeed architectural review board, helping to author a product strategy, and leading the technical design of a workflow engine platform that resulted in a single unifying orchestration engine in use for all Indeed recruiting automation products -
Data Center Site ManagerFacebook Aug 2020 - Oct 2021-Directed the establishment of a new data region at Eagle Mountain by leading a team of SiteOps managers and Engineers resulting in the first live traffic to Eagle Mountain Data Center on time-Led deployment and management of next gen GPU based ML infrastructure to support growing ML needs for Meta -
Vp EngineeringSling Tv Aug 2018 - Jul 2020Englewood, Co, Us• Led transition to DevOps resulting in reduction of lead time from over 45 days to less than 45 minutes, and an order of magnitude increase in releases• Manage team of over 250 engineers, product managers and other professionals in back end, middleware, and client teams for product consumed by millions of subscribers daily• Led product vision and impact mapping and goal process across entire business to align all development efforts• Led migration of monolith to microservices for core back end functionality. Led design and deployment of Kubernetes clusters. Led architecture team to define REST and eventually Kafka based architecture for containerized microservices• Led big data transformation leading ETL efforts and standing up in house search and recommendation ML capabilities built with tensor flow and elastic search which resulted in over 600% improvement in recommendation and search matching• Led team through a cultural and team transition overcoming significant mistrusting culture that was grinding development efforts to a halt. Built trust with Product, Ops, QA and Engineering by shifting left on production ownership, and by modeling vulnerability and ownership in significant ways for the team. resulted in 2-3x improvement in development and execution times ensuring reliable service for millions of subscribers• Led platform team ensuring reliable service for millions of subscribers -
Vp ProductPayclip Inc. 2016 - 2018Ciudad De Mexico, Ciudad De México, Mx• Established a scalable product driven development process, prioritization and roadmap that resulted in transparency and predictability • Created product pillars that focused the team’s efforts on the most ROI positive features • Presented product vision, pillars and a roadmap plan to internal teams and VCs, resulting in successful round B funding• Re-organized team into cross functional and empowered teams to execute against new product plan in parallel• Implemented a data transformation process to gather customer behavior data at the product level, where none existed previously, while ensuring compliance with PCI guidelines.• Implemented a data driven product strategy, bringing deep data analysis to all product and business decisions utilizing ML models to reveal clusters of customer behavior resulting in data driven product features• Developed and managed a team of product managers to drive a comprehensive backlog to support multiple agile teams -
Game GmElectronic Arts (Ea) Jun 2014 - Jun 2016Redwood City, Ca, Us• Head of Product and Engineering• Built world class mobile development team from 12 people to 45 bringing in top creative, design, technical, production, QA, community, and product management talent from around the industry.• Led data first transformation of studio, leading to incredibly impactful multi-variate testing of entire game economy• Directed Product Management and design efforts, creating a best in class user experience• Release "Minions Paradise" for EA, the highest install velocity EA mobile game to date with over 35 MM installs in less than 3 months• Through stringent product management processes, cluster analysis, funnel analysis, A/B testing, feature releases, performance and UX improvements increased D1 retention by 10 points and D7 retention by 12 points during soft launch• Minions Paradise was best in class for production value and delight in mobile gaming, resulting in an incredibly performant and beautiful game• Minions Paradise was selected as Editors Choice in many countries in the App store, and was heavily featured numerous times by both Apple and Google• Minions Paradise maintained a consistent 4.5+ app store rating with ratings actually going UP post WWL • Minions Paradise had 0 down time in spite of the highest install velocity of any previous EA game including the single biggest install day -
Executive ProducerKixeye Nov 2013 - Jun 2014Victoria, British Columbia, Ca• Head of Product and Engineering• Head Product manager and business owner of Free to Play mobile game from pre-production through release for “War Commander: Rogue Assault”• Created vision and product framework for #1 company priority game• Managed 65 PMs, Artists, Engineers, Designers, and QA professionals• Turned around team that was floundering without clear goals, processes, vision or direction• Set up clear production processes, and began hitting milestones on time• Managed team through difficult production schedule, and changing quality bar -
Executive ProducerZynga Mar 2012 - Nov 2013San Francisco, California, Us• Head of Product and Engineering• Business owner for top Facebook game:Hidden Chronicles• Led a data first product initiative that utilized A/B testing to validate key hypothesis and reduced cycle time• Managed world class engineering team• Designed and implement production plan resulting in improvement from 39% on time releases to 89% on time releases• GM of new mobile first studio, and new IP project in development• Created and Managed New IP Process for Midcore division, with an emphasis on mobile titles• Mentored game teams through new IP process, resulting in several new game starts.• Won Zynga Rockstar award for efforts leading Hidden Chronicles• Managed P&L of top Facebook game; Hidden Chronicles and all development around that game.• Directly managed 35 people and indirectly managed over 50 people across all development disciplines including production, Design, Art, Engineering and Product Management.• Successfully met quarterly revenue (8 digits) and DAU (7 digits) targets for Hidden Chronicles• Led transition effort of Hidden Chronicles to Zynga studio in India• As Product Manager, created and managed daily DAU report which organized data by features, led to increased feature level analysis and design to optimize DAU.• Led the product management and design of several features, including owning from inception to release the most successful feature as measured by revenue in Hidden Chronicles: The Bridge. -
PresidentRepublic Of Fun Mar 2008 - Mar 2012• Led efforts to create the HTML5 cross platform game engine Ginormous: www.ginorm.com• Led fund raising efforts to support ongoing development of Ginormous HTML5 game engine• Led 15 person team in the design, and execution of game projects for the social and mobile space• Led business development and production efforts for over $3.5MM in client projects, and lead the development of over 15 client and internal game projects• Designed and developed all new Facebook marketing application for crowd-sourcing of games and game ideas in Drupal: http://apps.facebook.com/republicoffun. This resulted in successfully social media outreach increasing sales by 20%.• Designed and created innovative caregiving community site using Drupal: www.caregivervillage.com • Designed and created “The Village Chronicles” a multi-episodic 3D game product completely integrated with Facebook and a custom created community site, the first of its kind anywhere• Led rebranding of company resulting in high quality materials and guidelines including logo, website, and other assets• Executive produced 15 game projects including Tiki Towers, Slug Wars, The Squadron and other video games for Wii, iPhone, iPad, PC and Mobile platforms, resulting in hit level sales on all platforms• Developed all new digital download and social gaming based business plan, and spearheaded fund raising efforts resulting in personal presentations to over 30 top rated VC funds including Kliener Perkins, Accel, Matrix and others• Designed and implemented all new viral social networking strategy for release of iPhone game, Slug Wars, resulting in Facebook fan page with over 1000 fans before release with no advertising or marketing budget.• Traveled to 3 South American countries visiting over 20 studios. This resulted in Signing and managing 3 South American game studios on 6 separate game projects.
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Executive Producer/Director Business DevelopmentReal Networks Feb 2006 - Jul 2008Seattle, Wa, Us• Led publishing efforts for Xbox 360, Wii, and Nintendo DS games, resulting in 7 published games• Negotiated all new multi-year 7 figure licensing deal with Mattel Inc. for creation of new casual games• Directed new business development efforts for licensing well-known IP from licensors• Managed senior production team and day to day licensed game business for Real, resulting in 3rd party domestic and overseas outsourcing of 10 successful game titles based on Hasbro’s and Mattel’s licenses: Monopoly, Yahtzee, Game of Life, Clue, Scrabble, and Uno• Created production methodology based on Scrum to manage game development with extended licensee approval process. Resulted in on time and on budget development of Hasbro and Mattel games• Managed business relationships for Casual Games group with Microsoft, Atari, Mattel, Nintendo, Sony, Apple and Hasbro• Created business planning models for the Real Licensed game business including detailed cost market and sales projections• Brokered agreement between Hasbro, Atari, and Real Networks to wholesale Atari’s version of the Hasbro titles: Monopoly, Scrabble, Game of Life, and Yahtzee -
PresidentDivine Comedy Productions Mar 2004 - Jul 2008• Founded 12 person cartoon production company, and raised $350,000 in angel investment to fund production. Led team in design of cartoon concept, writing, casting of characters, animation and sound production and postproduction process • Completed production of three half-hour direct to DVD episodes currently in stores• Directed main character development, script writing, casting of characters, animation and sound production and post production process resulting in 3 direct to DVD episodes currently in stores• Designed and deployed digital distribution and virtual workflow system for coordinating efforts of geographically diverse animation, sound and art team• Completed the production of 2 episodes for the initial investment of $350,000, a unique accomplishment given the typical production budgets of most half-hour cartoons
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Business AnalystMicrosoft (Excel Data Corp) Mar 2004 - Sep 2005Redmond, Washington, UsLed the analysis of a market opportunity for a new business venture leveraging Microsoft gaming technology• Employed a bottom up approach for market sizing thus providing key data for business plan• Led the exploration and analysis of current market needs and product design features• Designed license model based on marketing and product analysis -
Business Development ManagerNdl Jun 2003 - Feb 2004• Co-developed a go-to-market plan for entering the serious games market with NDL’s Gamebryo 3D graphics engine. Resulted in a successful showing at I/ITSEC 2003, an 830% increase in sales leads and a 400% increase in active Gamebryo evaluators. • Prepared and delivered executive-level presentations to both internal and external audiences.• Co-developed technical marketing booklet for new Gamebryo push marketing strategy. Targeted at technical directors with video game firms, and creatively helped to succinctly address typical barriers to 3rd party technology adoption.• Designed an innovative license model specifically for game publishers. Model facilitated NDL entering a new market selling Gamebryo directly to game publishers.• Lead marketing and business development initiatives for Gamebryo with game publishers. Successfully leveraged these initiatives to develop new, high-level relationships with Atari, Eidos, Sega, Activision, Konami, LucasArts, THQ and EA.
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Marketing Manager InternIbm May 2002 - Aug 2002Armonk, New York, Ny, UsAs Marketing Manager intern for IBM, I developed a methodology to help Marketing Managers deal with the unique challanges of emerging software technologies. -
Senior Software EngineerS3 Graphics May 1997 - Nov 2001Us• Led 5-person 3D graphics software engineering team in order to successfully pass a stringent suite of software tests necessary to gain “Designed for Windows” logo. • Proposed and helped establish remote software development center for California based company. Currently considered the most valuable remote operation for the company based on engineering output compared with four other remote offices.• Drove performance optimization of software design resulting in DirectX drivers that exceeded the customer’s performance criteria by 12% as measured by industry benchmarks. Led to a significant ongoing relationship.• Spearheaded transition of drivers from DirectX 8 to DirectX 9.0.• Submitted innovative software driver technique for a patent for handling of dynamic textures in a 3D graphics pipeline.
Mike Rasmussen Skills
Mike Rasmussen Education Details
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Duke University - The Fuqua School Of BusinessEntreprenuership -
Brigham Young UniversityComputer Science And Math -
Hong Kong International SchoolHigh School
Frequently Asked Questions about Mike Rasmussen
What company does Mike Rasmussen work for?
Mike Rasmussen works for Fortium Partners
What is Mike Rasmussen's role at the current company?
Mike Rasmussen's current role is CTO Partner.
What is Mike Rasmussen's email address?
Mike Rasmussen's email address is mrasmussen@fb.com
What is Mike Rasmussen's direct phone number?
Mike Rasmussen's direct phone number is +191982*****
What schools did Mike Rasmussen attend?
Mike Rasmussen attended Duke University - The Fuqua School Of Business, Brigham Young University, Hong Kong International School.
What are some of Mike Rasmussen's interests?
Mike Rasmussen has interest in Amazon, Politics, Mary Margaret Network, Fashion And Style, Entertainment, Demetri Martin, Movies, Mitt Romney, Community, Glenn Beck.
What skills is Mike Rasmussen known for?
Mike Rasmussen has skills like Game Development, Video Games, Game Design, Strategic Partnerships, Business Development, Casual Games, Strategy, Project Management, Html 5, Monetization, Product Management, Humor.
Who are Mike Rasmussen's colleagues?
Mike Rasmussen's colleagues are Sherry Garvin, Mary Pat Stritof, Renee Benedict, Catherine Maras, Mark Brown, Michelle Johnson, Shaun Coyne.
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