Rod Lopez

Rod Lopez Email and Phone Number

Group Product Manager for Android Auto @ Google
Redmond, WA, US
Rod Lopez's Location
Redmond, Washington, United States, United States
Rod Lopez's Contact Details

Rod Lopez personal email

n/a
About Rod Lopez

Deeply passionate for leveraging my talent and industry experience (Apple, Microsoft, Google) to lead organizations that create innovative products and experiences, revolutionizing the way people experience technology and interact with their world.

Rod Lopez's Current Company Details
Google

Google

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Group Product Manager for Android Auto
Redmond, WA, US
Website:
goo.gle/3DLEokh
Employees:
315106
Company phone:
916.253.7820
Rod Lopez Work Experience Details
  • Google
    Group Product Manager For Android Auto
    Google
    Redmond, Wa, Us
  • Google
    Group Product Manager, Android Auto
    Google Nov 2014 - Present
    Mountain View, Ca, Us
  • Microsoft
    Producer, Microsoft Studios & Xbox
    Microsoft Jul 2012 - Apr 2014
    Redmond, Washington, Us
    Producer for Xbox One game Ryse: Son of Rome. Took over ownership, end-to-end, of scope, plan, and execution for building the game’s second-screen companion experience. I led redefining the project goals, feature-set, negotiating terms with vendors, and owned day-to-day production, schedule, and design for a successful Xbox One launch. Led a team of 16 external vendors while managing multiple internal game teams and pipelines (dev/test/art/content/bizdev/production/lca/contracts). Successfully led the team to launch the Ryse SmartGlass companion worldwide with Xbox One, to rave reviews: http://techland.time.com/2013/11/21/xbox-ones-smartglass-app-does-essential-stuff-your-xbox-one-wont/Executive Producer for the Ryse: Sword of Damocles digital interactive graphic novel, an innovative project designed to bring transmedia experiences to Xbox games. Owned the end-to-end experience design and production, and sourced relationships and partnerships with concept artists, producers, sound designers, usability researchers, content managers, legal, technology vendors, technology team, marketing, business development, and comic artists and production staff from IDW Comics. Drove the conversations with IDW's VP of digital content to define the production workflows, and drove the execution of both the print and digital interactive versions of issues #1, 2, and 3 through release. Owned the technical design and feature set that allowed the comic to talk to the video game and unlock bonuses and collectibles.https://news.xbox.com/en-us/2013/07/19/games-ryse-sdcc-announcement/Designed and drove a platform to quickly, easily, and inexpensively create turn-key second-screen phone/tablet companion experiences for Xbox games to display bonus content, digital guides, friends, and achievements. Evangelized and influenced multiple teams in order to get the project, feature-set, and scope approved, and to solve the technical challenges needed to enable the product's key scenarios.
  • Microsoft
    Program Manager, Xbox Live
    Microsoft Apr 2010 - Jun 2012
    Redmond, Washington, Us
    Program Manager for the Xbox LIVE Tools team, owning Xbox Flash deployment tools and APIs, as well as the Xbox Music Marketplace Programming tools.Took full ownership and quickly became subject matter expert for a wide set of multi-screen content programming tools and APIs key to the Xbox business.Delivered key updates to the Xbox content programming tool suite and APIs in order to support and enable large-scale releases for Xbox and Windows Phone operating systems.Owned and drove relationships with key internal and external partners, including Xbox, Windows Phone, Content Programming, and Zune Marketplace Programming. Built excellent, productive working relationships with partners and helped map and understand dependencies and work schedules for shipping business critical features.History of documented outstanding feedback from partners, key stakeholders, and management on driving problems to resolution, coming up with ideas to reduce and resolve customer pain, and pushing for excellence and innovation in our tools and areas of ownership.Created a large-scale detailed plan for “Compass,” a tool that will replace all Xbox content management and programming tools. Owned and drove the early end-to-end development of this tool and associated scrum processes.Developed a modern, outside-of-the-box UI for our content/programming tool replacement which got major positive feedback from partners, customers, and the team in general.
  • Microsoft
    Program Manager, Windows Gaming
    Microsoft Apr 2008 - Apr 2010
    Redmond, Washington, Us
    Producer for all 1st-party Windows 7 in-box games and the Windows 7 “Games Explorer.”Owned the development and production of all Windows 7 in-box games, including the new Internet multiplayer games across teams in China and Redmond.Owned the design and development of the updated Windows 7 “Games Explorer” UI.Owned the Windows 7 Gaming Platform team triage, schedule, milestone plans, and status reporting. Managed cross-team dependencies, integration into the Windows 7 schedule, quality metrics, and development process.Delivered high performing, polished, compelling Windows 7 “Games Explorer” and in-box games experiences on time, on budget, and successfully meeting all Windows 7 quality gates and requirements, garnering very positive community Beta feedback.Owned privacy, security, geopolitical awareness, accessibility, localization, and legal (copyrights and standards) compliance processes. Owned relationship with Windows User Assistance to create and deliver documentation. Owned blog posts, forums, and other evangelization activities around Windows 7 and gaming.Producer for Windows 7 “multi-touch” games: “Rebound,” “Blackboard,” and “Garden Pond.”Drove planning process, RFP process, third party engagement, game design brainstorming, marketing rationale, contract negotiation and signing, and helped coordinate development of these games, which shipped as part of the “Windows 7 Touch-Pack,” an OEM add-on for multi-touch Windows PCs.Acted as subject matter expert assisting on game play and game design issues, performance, game ratings, and Windows Gaming best practices.Producer for the Xbox LIVE-enabled version of “Tinker,” the first “Games for Windows – LIVE” arcade game, available on launch in the new “Games-On-Demand” service from Microsoft.
  • Microsoft
    Program Manager, Windows
    Microsoft Feb 2005 - Mar 2008
    Redmond, Washington, Us
    Drove the Document Formats and Interfaces team to success in Windows 7, leading the XPS Digital Signatures, XPS Validation, and XPS Streaming API feature teams through design, architecture reviews, threat model analysis, resource planning, and implementation using agile methodology.Accessibility and security champion for the XPS Digital Documents group, collaborating with teams across Windows to define a roadmap and drive execution for security and accessibility deliverables for Windows 7.Drove team and cross-team efforts to increase the usability, discoverability, and accessibility of XPS Document format elements and features, exposed through both the XPS Document Viewer UI and programmatically.Created UI for a prototype Windows Mobile XPS Document viewer and a Windows Live XPS Document sharing and management site, which helped persuade partners to adopt XPS-based technologies.Concurrently owned and successfully shipped the components for three different feature teams for Windows Vista: XPS Format Object Model, XPS Document APIs, and XPS Document Serialization. Shipped with Vista and Windows Presentation Foundation, part of the .NET framework.Owned partner and customer relationships to gather requirements and drive adoption of the XPS document format, as well as Microsoft’s own implementation of the XPS Document standards. Drove the creation of an XPS Document-based collaboration portal for Microsoft’s board of directors.
  • Apple
    Core Os Software Engineer
    Apple May 2001 - Oct 2003
    Cupertino, California, Us
    Hired on the spot by Apple after discovering and reporting undisclosed critical networking security vulnerabilities in Mac OS 9.Developed proof-of-concept network service browser to introduce Zero Configuration Networking (a.k.a. "Bonjour") technology for Apple’s Core OS team and the IETF.Proposed and designed the “Internet Sharing” OS X feature for sharing a single Internet connection with wired and wireless LANs. Developed feature released with Mac OS X 10.2 “Jaguar.”Credited contributor to the Zero Configuration Networking protocol standard specification (http://files.zeroconf.org/draft-ietf-zeroconf-ipv4-linklocal.txt).

Rod Lopez Skills

Video Game Production Game Development Computer Games Project Management Project Planning Program Management Software Development Software Project Management Transmedia Transmedia Storytelling Console Games Xbox Xbox 360 Windows Casual Games Media Production Software Design Software Agile Methodologies Agile Project Management Agile Methodolgy Visual Studio Software Engineering Scrum Game Design User Interface Requirements Analysis Video Games Product Management Mobile Applications User Interface Design

Rod Lopez Education Details

  • Tecnológico De Monterrey
    Tecnológico De Monterrey
    Computer Science Engineering

Frequently Asked Questions about Rod Lopez

What company does Rod Lopez work for?

Rod Lopez works for Google

What is Rod Lopez's role at the current company?

Rod Lopez's current role is Group Product Manager for Android Auto.

What is Rod Lopez's email address?

Rod Lopez's email address is ro****@****pez.com

What schools did Rod Lopez attend?

Rod Lopez attended Tecnológico De Monterrey.

What skills is Rod Lopez known for?

Rod Lopez has skills like Video Game Production, Game Development, Computer Games, Project Management, Project Planning, Program Management, Software Development, Software Project Management, Transmedia, Transmedia Storytelling, Console Games, Xbox.

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