Peter Anthony Chiodo Email and Phone Number
Peter Anthony Chiodo phone numbers
• 35 years games, ed tech, fin tech, and med tech industry experience: Award-winning Product Development and UX Director, Product Designer, and Production Manager. Please visit PeterAChiodo.com.• Designed and produced enterprise-level data-driven SaaS platforms and modular "serious games" training tools, simulations, and assessments for military, intelligence, educational, and healthcare organizations.• Certified Change Management Practitioner (Prosci).• Shipped 230+ AAA, AA, and casual product SKUs based on licensed-brands, pro athletes/Olympians, proprietary tech, and original IP for console, mobile, PC, AR, and social platforms.• Managed/mentored a 7-person Product Management team and simultaneously produced technically complex technology platforms and million unit+ selling games and apps.• Experience managing internal and external software development teams, and independent animation, audio, and art content creators, worldwide.• Negotiated and executed license agreements with world-renowned brands, musicians, and pro/Olympic athletes.• Internal Studio Manager: Tech platforms and individual games attracted a $12M investment.• Experience with Agile Methodologies, Redmine, Mantis, Jira, Atlassian (Confluence), Asana, Apple’s content creation tools, Adobe Creative Suite, Microsoft Office 360 Suite, Unity, Android Studio, and more.• Product Development Director: Worked with cross-functional teams and external distribution/sales partners to build the world’s 6th biggest publisher of Nintendo hardware compatible software.• Designed, developed, and monetized original IP through a portfolio of games, apps, interactive books, and digitally distributed music.• 10+ years consulting experience as an independent Production and UX Director and Quality Assurance Manager.• 5+ years executive management and political experience as Founder and President of a publicly traded (microcap) digital content publisher.
Kinima Technologies
View- Website:
- oceans-global.com
- Employees:
- 3
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Chief Product OfficerKinima TechnologiesSalt Lake City, Ut, Us -
Chief Product OfficerKinima Technologies Oct 2024 - Present- Product design;- UX design;- Strategic planning;- Development of strategic relationships. -
Consultant (Business Development, Pm, Ux, Game/Product Design, Qa)Freelance Jan 2012 - PresentDIRECTOR OF OPERATIONS & PRODUCT MANAGEMENT: Phoenix Core EntertainmentOct 2021 - PresentVP PRODUCT & BIZ DEV: Virtual Interactive Technologies CorpMay 2021 - PresentPRODUCER: VicturaNov 2020 – PresentPRODUCER: MEGU GamesSep 2017 – PresentPRODUCT MARKETING MANAGER: Blowfish StudiosJun 2018 – Feb 2019 (9 mo. contract)• Console (Xbox One, PS4, Nintendo Switch), Steam, & mobile (iOS & Android) games• Social media management & industry press engagement/outreach (via Stride PR)• Hired/managed contract blog writer for studio's websiteQA MANAGER: castARMar 2017 – Aug 2017• Developed, managed, and mentored the Utah studio's QA process and staff• QA Management (Platform Compliance/Functional) for castAR's "1st Party" portfolio based on proprietary AR hardware. Test plan authoring, build creation and deployment (Unity), bug tracking (JIRA), analytics (Unity), single and multi-player feature testing (turn-based asynchronous & real-time simultaneous user), and asset auditsPRODUCT MANAGER: Eat Sleep PlayNov 2016 – Aug 2017• "Cars vs Bosses" (iOS & Android);• Social media/industry press outreachPRODUCT MANAGER/PRODUCER: Vital Simulations, LLCJan 2012 – Dec 2012• Product Management/Design of enterprise-level "learning system" platform, modular training tools, and assessments while working with subject matter experts at the University of Minnesota's School of Nursing. Portfolio helped "white-labeled" medical professionals/organizations provide care to patients suffering from chronic diseases. (SCORM compliant. Deployed via LMS, browser, & iOS devices)• Coordinated usability sessions with targeted demographics. Identified and recommended module adjustments based on data and user behavior• Set bug severity/priority standards and triage definitions
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Business ConsultantGraffiti Entertainment, Inc. Mar 2024 - Oct 2024City, Ca, UsTransitional, pre-fund leadership consultant for start up: - High-level 80211G prep for previous pubco;- Corporate and business strategy;- Strategic relationship development with licensed-brands and AA - AAA multi-platform game developers;- Authored capital raise docs (including projections) for incoming finance team. -
Head Of Production & Client Relations: Games And Ed TechFuture House Studios Mar 2022 - Jan 2024Pleasant Grove, Utah, Us- Head of Production & Client Relations- Business Development- Studio Staffing & Recruiting -
Producer, Business Development, People & TalentFuture House Studios Nov 2021 - Mar 2022Pleasant Grove, Utah, Us- Producer (Product Management)- Business Development- Studio Staffing & RecruitingFuture House Studios has assembled a team of incredible artists and technical directors from top film, game, and VR studios that include, but are not limited to, ILM, Weta, Disney, Pixar, Microsoft, Destineer Studios, Activision-Blizzard, Electronic Arts, Digital Domain, Within, and more. The Future House team has vast experience creating blockbuster movies, AAA games, and premiere VR and AR experiences, television series, and commercials. We are experts at developing content. Partnered with our sibling company, Future House Publishing, our studio develops stories for television and film. -
Producer (Product Management)Future House Studios Feb 2021 - Nov 2021Pleasant Grove, Utah, Us -
Manager, Group Design ManagerProgressive Leasing Sep 2020 - Nov 2021Draper, Utah, UsMerchant (success + integrations) and eCommerce:* Developer Portal* Prog Central (aka, "retail dashboard")* e-Commerce Plugins* Merchant Settings* [New] Merchant Onboarding -
Director Of Product Development And Ux/Ui (Soul And Vibe Entertainment | Publishing)Soul And Vibe Interactive Inc. Feb 2011 - Jan 2021• Managed production & design for a licensed-brand & proprietary IP-based product portfolio. Directly managed design, product scope, budget, & agile milestone development methodologies via contract-defined schedules with 3rd Party studios & contractors, internal QA, & Licensors; • IP Development & Product Design: Core play mechanic & feature pillar definition, play progression, UX/UI, story & dialogue script writing, voice-over performance & cinematic scoring direction, & reward systems;• Negotiated/executed development-publishing & independent contractor agreements with 3rd Party game & app developers & graphic design, music, sound effect, & animation content providers, world-wide;• Product launch coordination with internal QA: Compliance & functional testing, in-app ad network testing (ad monetization & incentive rewards), localization prep., Redmine database management, & "Go/No Go" product ship reviews based on Program Management, QA, Legal, Financial, & Licensor assessments;• Negotiated & executed agreements with General Mills (Wheaties & various breakfast cereal & food-product mascots) & John Deere to develop & publish licensed-brand products;• Negotiated/executed console publishing licenses: Microsoft, Sony, & Nintendo;• Developed companion digital music & e-book publishing labels as revenue-generating cross-marketing vehicles for games & apps:o Soul and Vibe Music: Soundtracks, music singles, & DJ remixes distributed via streaming & download. Albums & tracks available on iTunes, Apple Music, Spotify, Google Play, Amazon, Pandora, Deezer, Tidal, YouTube, Saavn, Beats/MediaNet, Microsoft Groove, ClaroMusica, etc. Tracks are copyright protected, monetization tagged, & recognized by Shazam;o Soul and Vibe Books: Interactive storybooks based on licensed-brands & proprietary IP. Books digitally distributed via The App Store, Google Play, & Amazon. -
Consultant | Ceo (Soul And Vibe Interactive)Soul And Vibe Interactive Inc. Feb 2013 - Jan 2020• Managed operations; coordinated cross-functional tasks between accounting, auditing, and legal functional teams to ensure compliance with filing and disclosure requirements;• Built relationships in the finance community to secure working capital. I regularly spoke with, presented to, and pitched the company and its portfolio to accredited investors and firms;• Negotiated/executed direct-equity and debenture financial instruments with accredited investors and firms;• Delivered formal presentations at financial conferences and on recorded video/radio segments periodically televised/aired and distributed across social media channels;• Coordinated/managed recurring meetings with strategic advisory board members, consultants, and subject matter experts to evaluate business opportunities and review market conditions relative to corporate activities;• Portfolio Product Management via two subsidiaries, Soul and Vibe Entertainment and Soul and Vibe Publishing. -
Ux/Ui DirectorWestern Governors University Sep 2018 - Nov 2019Salt Lake City, Ut, Us• Directed design/development: UX strategy, prototyping tools, & an enterprise-level "mobile first" UX Architectural Framework + Design System for a "Next Generation Experience" (platform;) • Intent: Balance the needs VS wants of students, staff/moderators, & "white-labeled” clients;• Via a year-long cooperation with WGU's CTO, I directed design/development of wireframes to a coded "mobile first" responsive UX Architectural Framework + Design System. Completed development milestones in a "weekly sprint" cadence. Recurring demos given to WGU's CTO & cross-domain Sr. leadership via a 2-day, 300-person, WGU Ed Tech summit;• To proactively understand problems to solve, new feature/functionality intent, & business/client requirements, I directed & empowered designers to analyze competitive experiences/products, conduct research/interviews with subject matter experts, students, mentors/faculty, & usability firms, & run cross-functional team workshops;• The UX Architectural Framework + Design System was demonstrable through a prototyped user portal. It was designed to: 1.) Deliver modular, contextually-relevant choices/opportunities/feedback to students, staff members/moderators, & “white-labeled” business clients via data, user behavior analytics, assessments, & skills mapping, 2.) Empower designers to be self-sufficient & create/deploy engaging content "on-platform" via a robust prototype & experimentation "pipeline" & component library, 3.) Present "mobile first" responsive experiences for visual & functional consistency across digital devices;• Led an 18-person team: Sr. UX Managers, Angular/Front-End Engineers, Usability Moderators & Firms, UX Designers & Researchers, Animators, Graphic Artists, & Tech Writers;• Developed/socialized a UX brand across WGU via print, Ed Tech studio decor, & apparel to expand awareness for UX & promote a positive work culture. Led identity creation for product & functional teams; devised campaigns for WGU events/initiatives. -
Director Of Product Development (External Development And Publishing)Destineer Games Apr 2006 - Mar 2011Plymouth, Mn, Us• Created/implemented a development & design process that resulted in 100+ frontline & casual games released in 4 years. Managed & mentored our 7 person Program Manager team;• Oversaw world-wide development of console & PC games placed with contracted firms. Managed localization with partners in Europe & Japan (Ubisoft and Zushi);• Managed the production process across functional teams. Worked with Creative Marketing to maintain cohesion across product, packaging, & publicity. Defined compliance & functional test priorities with internal QA staff;• Developed relationships/negotiated agreements with developers, licensing agents, Olympic champions, professional athletes, musicians, & apparel, sports gear, & toy companies. Pitched product concepts to potential licensors;• Produced & co-designed the critically acclaimed "Stoked" open-world snowboarding series (Xbox 360 & PC) & the million+ unit selling "Summer Sports" (Wii);• Conducted development partner due-diligence. Defined multi-year proprietary engine & game development priorities with 3rd Party developers that targeted strategic goals & objectives;• Liaison with "1st Party" licensors: Nintendo, Sony, Microsoft;• Directed motion capture & voice over sessions. -
Director Of Product Development (Internal Development)Destineer Games Nov 2003 - Apr 2006Plymouth, Mn, Us• Directed internal development and design of frontline games & technology platforms for Xbox/Xbox 360/PS3/PC/Mac;• Managed company's internal development studio (inclusive of engineering, design, and art teams). Worked in concert with technology platform architects; a proprietary Digital Asset Management system was developed to manage deployment of content and marketing/publicity assets, on demand/via subscription;• Produced enterprise-level platforms & designed modular "serious games" training tools, simulations, assessments, & after action reports for "white-labeled" clients: United States Marine Corps ("USMC"), Defense Advanced Research Projects Agency ("DARPA"), & "lettered agencies;"• Internally developed products & tech. secured a $12M capital raise in 2006, the 2nd largest capital raise in the games industry for the year. -
Program ManagerMicrosoft Corporation Feb 2000 - Dec 2003Redmond, Washington, Us• Program Manager of “Amped 2” (Xbox); led an internal production team from engine & game prototype to project green light & retail release;• Coordinated localization of original Xbox launch software for European & Japanese markets;• Coordinated testing sessions with internal usability department to obtain feedback on prototype projects & in-development product features;• Liaison between the Xbox Group & the Salt Lake Games Studio (SLG) for Xbox releases leading up to the launch of the console & through the first three years of its life cycle;• Brand Manager of Xbox LIVE enabled SLG releases that fell under XSN Sports (The Xbox Sports Network), Microsoft's online sports league & tournament service. Co-designer of www.xsnsports.com & launch features. Co-defined strategy for expansion of the XSN Sports brand, & the www.xsnsports.com site, through 2005;• Presented game proposals and internally developed prototypes to Steven Spielberg & Mark Hamill for Xbox games based on their own IPs;• Community Outreach: Inspirational speaker on behalf of Microsoft for university & high school students. -
Program Manager/ProducerGt Interactive May 1998 - Jan 2000GT Interactive acquired SingleTrac (see below) in 1997. After completing Graduate School in 1998, I was promoted to SingleTrac's parent, GT Interactive:• Brand Manager of all racing titles that fell under the "Strategy & Simulations" business unit;• Managed relationship with the Indy Racing League ("IRL") & all licenses, sponsors, & brands affiliated with the Indianapolis Motor Speedway & the IRL. Coordinated reference asset collection with licensors. Producer of the company's line of IRL projects;• Worked with OEM Department on product placement opportunities;• Identified target demographics & positioning for prospective and in-development products for several intellectual properties on various platforms: PC, PlayStation, Nintendo 64, & Game Boy Color.
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Game Designer & Product Marketing ManagerSingletrac Entertainment Technologies (A Gt Interactive Studio) Jan 1996 - May 1998GAME DESIGNER• Created intellectual properties for video game consoles & PC. Duties included concept & play mechanic development, creative writing, character creation/development, & story boarding. Worked closely with technical directors, conceptual & production artists, & 3rd Party design firms;• Creative Direction: Established product vision with an internal development team & created intellectual property style guides with in-house artists & design/advertising firms;• Managed production of cinematic & user interface assets with 3rd Party design firms.------------PRODUCT MARKETING MANAGER• Prepared intellectual property pitch presentations to product portfolio managers at Sony Computer Entertainment of America ("SCEA"), Microsoft, & GT Interactive;• Co-Directed IP logo creation, product packaging designs, product print advertising pieces, in-store displays, & product promotional materials for trade shows, publicity events, & press tours;• Co-Directed development of corporate logo & identity with contracted PR, design, & advertising firms;• Maintained product continuity between production, packaging, & publicity, & identified target demographics & positioning for internally developed IP;• Coordinated focus test groups with client companies SCEA, Microsoft, & the studio’s home city to obtain concept & game play feedback on in-development products.
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Program Manager/ProducerElectrobrain Corporation Jun 1990 - Dec 1995• Responsible for the Company’s Nintendo & Sega console-specific product portfolio; directed 3rd Party production teams, world wide;• Managed the Company’s affiliate publishing label relationship with Absolute Entertainment;• Created relationships with strategic simulations company Evans and Sutherland for a potential equity position & with entertainment companies such as Warner Bros. & affiliate D.C. Comics, The Marvel Comics Group, Landmark Entertainment Group, Nickelodeon, MTV, & Conceptual Realities, Inc. for IP acquisition & licensing;• Developed & implemented a QA program consisting of over 100 individuals for concept evaluation & testing (compliance & functionality) of console products;• Created customer service support systems & scripted a 1-900 digitized speech telephone service;• Liaison with "1st Party" licensors: Nintendo and Sega;• Game industry press outreach;• Authored instruction manuals & packaging copy.
Peter Anthony Chiodo Skills
Peter Anthony Chiodo Education Details
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University Of Utah - David Eccles School Of Business(Masters Of Business Administration) -
University Of UtahHistory -
University Of UtahPolitical Science -
Judge Memorial Catholic High SchoolHigh School Diploma
Frequently Asked Questions about Peter Anthony Chiodo
What company does Peter Anthony Chiodo work for?
Peter Anthony Chiodo works for Kinima Technologies
What is Peter Anthony Chiodo's role at the current company?
Peter Anthony Chiodo's current role is Chief Product Officer.
What is Peter Anthony Chiodo's direct phone number?
Peter Anthony Chiodo's direct phone number is (888) 399*****
What schools did Peter Anthony Chiodo attend?
Peter Anthony Chiodo attended University Of Utah - David Eccles School Of Business, University Of Utah, University Of Utah, Judge Memorial Catholic High School.
What are some of Peter Anthony Chiodo's interests?
Peter Anthony Chiodo has interest in Politics, Animal Welfare, Science And Technology, Arts And Culture.
What skills is Peter Anthony Chiodo known for?
Peter Anthony Chiodo has skills like Video Games, Game Development, Game Design, Computer Games, Xbox 360, Casual Games, Team Leadership, Mobile Applications, Strategy, Team Management, Mobile Games, Publishing.
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