Sam Hozman

Sam Hozman Email and Phone Number

Leader and manager of teams and developers. @ EAT Club (Acquired by Compass Digital Labs)
South San Francisco, CA, US
Sam Hozman's Location
South San Francisco, California, United States, United States
About Sam Hozman

Engineering Manager and Agile ExpertA leader directly responsible for teams ranging from 6 to 60 employees in organizations of all sizes. Skilled at coaching, guiding, and growing staff and empowering teams to new heights of productivity and effective deliveries.20+ years experience in management and software development, with industries including Computer Gaming, Tech Industries, and IT.Effective in managing and supporting positive change to organizations and processes.Specialties: Experienced with guiding healthy change in organizations, Agile Development, leading development teams, and helping employees manage career growthCertified ScrumMaster

Sam Hozman's Current Company Details
EAT Club (Acquired by Compass Digital Labs)

Eat Club (Acquired By Compass Digital Labs)

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Leader and manager of teams and developers.
South San Francisco, CA, US
Website:
eatclub.com
Employees:
176
Sam Hozman Work Experience Details
  • Eat Club (Acquired By Compass Digital Labs)
    Eat Club (Acquired By Compass Digital Labs)
    South San Francisco, Ca, Us
  • Eat Club (Acquired By Compass Digital Labs)
    Sr. Engineering Manager
    Eat Club (Acquired By Compass Digital Labs) Nov 2021 - Present
    Redwood City, Ca, Us
    Proposing and leading changes to improve team performanceTracking and communicating project status across the organizationActing as Scrum Master for multiple teamsManaging development outsourcing efforts
  • Protonmail
    Agile Master
    Protonmail Feb 2019 - Aug 2020
    Geneva, Geneva, Ch
    • Led adoption of Scrum throughout the worldwide organization, including coaching developers, product owners, and scrum masters on best practices and continual improvement methodologies.• Advocated for and drove implementation of Jira and Confluence to meet the needs of work tracking and internal documentation across the organization. • Served as Jira and Confluence administrator.• Oversaw creation and maintenance of product roadmap and backlogs, ensuring that new features, tech debt, and bug fixing are all represented and that the organization has estimates and timelines for when to expect completed work.
  • Playstudios
    Engineering Staff Manager
    Playstudios Apr 2018 - Aug 2018
    • Led an engineering staff of 60 team leads & developers located in the San Francisco Bay Area and Austin offices.• Handled all hiring, including recruiting plans, coordination with internal recruiting staff, external staffing partner selection and interaction, and offer negotiations.• Coached and advised team leads on handling team issues, career growth, and improvement of management skills.• Wrote annual reviews, managed promotions, and did career growth planning and mentoring.• Coordinated with legal partners to assist employees with visa and green card applications.• Implemented training programs for the entire staff as well as individually-tailored learning.• Owned budgetary responsibility for the entire US engineering organization.
  • Igt
    Sr. Project Manager
    Igt Dec 2016 - Dec 2017
    London, Gb
    • Led production release for over 50 desktop and mobile versions of various slot machine and scratch-off games to customers in Norway, Belgium, Canada, Texas, and other jurisdictions.• Prepared regulator-required compliance documentation for all Norwegian game releases.• Coordinated with localization, development, and QA teams to ensure that games met all customer specifications.• Established and updated PMO-wide processes and documents to improve communication, oversight, shared procedures, tracking, reporting, and transparency across the organization.• Ensured clear and consistent communication of status and timelines between management, development teams, customers, and other stakeholders.
  • Machine Zone
    Sr. Project Manager
    Machine Zone Jan 2015 - Sep 2015
    • Directed a team of 12 engineers, setting day-to-day priorities for the Engine team which builds and maintains the core technology that products such as Game of War are built on.• Managed the release schedule for the Game of War client (regularly the #1 app on both the iTunes and Google Play app stores, with millions of active daily users) as well as other games• Coordinated with other teams -- including the game team, marketing, live ops, security, business intelligence, and others -- to identify, schedule and execute on requests into the Engine team.• Handled communication outward, upward, to the team, and across the organization, to ensure that all parties had a robust understanding of all necessary information.• Partnered with the QA team to implement a more efficient, plannable release and testing schedule, allowing QA resources to be more effectively scheduled.
  • Linden Lab
    Development Manager
    Linden Lab Jun 2012 - Sep 2014
    San Francisco, Ca, Us
    • Directed a team of 20 managers, engineers & QA specialists in developing new features and maintaining existing code for the entire Second Life environment, including both server- and client-side components.• Worked with the Production team to develop a high-level, prioritized, coordinated plan (both short- and long-term) for features and development across all Second Life teams• Championed and oversaw development of a new Version Manager that handles the Second Life Viewer (client-side software) delivery to users. This allowed for multiple potential releases to exist in parallel, permitting A/B comparison testing & preventing a troublesome Beta candidate from being able to block the entire release chain.• Established standards for communication within and among engineering and company groups, including one-on-ones, team meetings, departmental meetings, and effective email communication.• Implemented a formal, common usage of Scrum across multiple teams, with each team including cross-functional representation from server-side developers, client-side developers, and QA representatives.
  • Tivo
    Software Engineering Manager
    Tivo Oct 2010 - Jun 2012
    San Jose, California, Us
    • Was as a key member of the management team responsible for overseeing a complete redesign and redevelopment of the entire TiVo UI for an HD TV screen using Adobe’s ActionScript 3. This release was widely celebrated within the company as the most stable and best performing release in years.• Direct supervisor for or “dotted-line” manager for over 30 employees.• Helped TiVo implement and scale use of Agile methodologies into the engineering organization.• ScrumMaster for four scrum teams each consisting of from 5 to 8 cross-functional team members.• Coordinated with all levels of the company – up to the vice president tier – to determine effective ways to transform TiVo to fully and effectively utilize the principles and practices of Scrum.• Taught and coached Agile to employees and managers.
  • Electronic Arts
    Development Manager
    Electronic Arts Sep 2006 - Mar 2010
    Redwood City, Ca, Us
    • Part of leadership teams that designed, developed, and shipped The Sims 2 Castaway (PS2), SimAnimals (Wii), and SimAnimals: Africa (Wii).• Direct management responsibilities for 15 employees.• Supervised daily work for another 15 employees.• Assigned tasks, distributed bugs, participated in design, production, and scoping meetings. • Ensured maintenance of team health throughout the duration of each project while still bringing in the project on-time and on-budget.• Became an expert in and converted the team to Scrum and Agile methodologies after being chosen as one of three key team leaders to be an “agent of change.” Assisted other teams in making the same transition.• Directed all art outsourcing efforts on multiple game teams. Oversaw day-to-day efforts and ensured success with creation of hundreds of animations, models, and textures.• Managed outsourcing budget, including tracking and reporting to senior management. Chose outsourcing firms, managed the relationship with external partners, negotiated pricing and timelines, and worked with EA’s worldwide outsourcing council.• Was ScrumMaster for two scrum teams of 8 interdisciplinary employees.• Handled various production tasks for The Sims 3 World Adventures (PC), The Sims 3 High End Loft Stuff (PC), The Sims 3 Create a World (PC), and other yet-to-be-released products.
  • Electronic Arts
    Project Manager
    Electronic Arts Sep 2005 - Sep 2006
    Redwood City, Ca, Us
    • Part of leadership team that designed, developed, and shipped The Sims 2: Pets for PS2 and Gamecube.• Owner of the Microsoft Project file diagramming and coordinating all team efforts for the game, tracking over 1,000 line-item tasks.• Created tools and macros to publish schedule to the team wiki.• Coordinated with producers and development directors to ensure that the schedule was accurate, reasonable, complete, and within scope.• Participated in design, scoping, and bug triage meetings.
  • Electronic Arts
    Producer
    Electronic Arts Feb 2005 - Sep 2005
    Redwood City, Ca, Us
    • Oversaw scheduling for the audio cell on The Sims 2 for PS2, Gamecube, and Xbox.• Coordinated needs and dependencies between the audio cell and other sub-teams.• Advocated for audio cell’s tool needs to the management and engineering teams.• Delegated tasks and bugs to audio cell.• Participated in design and bug triage meetings.
  • Electronic Arts
    Intranet Portal Administrator
    Electronic Arts Apr 2001 - Feb 2005
    Redwood City, Ca, Us
    • Team Lead for intranet portal group.• Functional owner of the EA intranet portal. Responsible for updates and troubleshooting.• Handled management of 10-month migration project, moving all portal content and communities to a new platform while maintaining activity and support on existing one.• Created requirements, managed development process, installed, and tested applications developed by an outsource development team.• Worked with customers to determine needs for group intranet sites. Managed development solutions in response.
  • Electronic Arts
    Web Developer
    Electronic Arts May 1999 - Apr 2001
    Redwood City, Ca, Us
    • Helped create and maintain web presence of major EA web sites such as EASports.com, EAGames.com, and EA.com. • Built and deployed various tools in Allaire Cold Fusion including a content management tool, leaderboard functionality for NASCAR, an electronic postcard-generation app, a poll generation tool, and a user registration system used for contests, newsletters, and similar needs.• Managed look-and-feel for various marketing web sites such as game registration and content pages.
  • American Protective Services, Inc.
    Software Developer
    American Protective Services, Inc. Jul 1996 - Apr 1999
    • Worked with a team of four to develop a company-wide intranet. Implemented, first to 200 corporate headquarters employees, then to 100 administrative employees in 100 locations in the US and Canada. • Responsible for managing 2 summer interns.• Developed and implemented training program for 30 “champions” (non-IS employees responsible for department sites) on how to properly build and maintain their intranet pages.• Managed all company web sites including collecting, organizing, and formatting information; establishing and maintaining corporate look-and-feel; and all aspects of administration.• Co-developed two major releases and numerous minor revisions of SiteTrack, an incident tracking and reporting software package used in more than 200 locations by thousands of security officers worldwide.
  • Pennsylvania State Education Association
    Software Developer
    Pennsylvania State Education Association Sep 1995 - Jul 1996
    • Served as primary PC developer.• Designed and implemented strategy to utilize PCs for over 250 employees across all locations.• Handled the creation of ScanTron scanner-readable forms, including design, testing, and implementation, significantly reducing ongoing data entry and verification time.
  • Abc Advisors/Bidsplus
    Software Developer
    Abc Advisors/Bidsplus Jun 1992 - May 1995
    • Provided lead analysis and programming for client information management system which organized business information, sales history, and contact notes for over 400 clients, 6,000 prospects, and 100,000 companies. This allowed elimination of most paper files.• Designed and wrote an application to perform a daily custom sort of all relevant images and to fax unique package to each client replacing a manual hand-sort system.• Established internal programming protocols and standardized the system library to allow for more efficient programming and reuse of objects and functions.
  • Pennsylvania Farm Bureau
    Intern
    Pennsylvania Farm Bureau 1989 - 1991

Sam Hozman Skills

Game Development Agile Methodologies Scrum Video Games Software Development Agile Project Management Software Engineering Game Design Perforce Certified Scrum Master Csm User Interface Software Design Wii Ms Project Team Leadership Jira Software Project Management Mobile Games Object Oriented Design Cross Platform Development Xbox Programming Social Games Actionscript Team Management Agile Video Game Development Android Mobile Applications Distributed Systems Ps3 Oop Mobile Devices Visual Studio User Experience Scalability Xbox 360

Sam Hozman Education Details

  • University Of Southern California
    University Of Southern California
    Computer Science

Frequently Asked Questions about Sam Hozman

What company does Sam Hozman work for?

Sam Hozman works for Eat Club (Acquired By Compass Digital Labs)

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What schools did Sam Hozman attend?

Sam Hozman attended University Of Southern California.

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Sam Hozman has skills like Game Development, Agile Methodologies, Scrum, Video Games, Software Development, Agile Project Management, Software Engineering, Game Design, Perforce, Certified Scrum Master Csm, User Interface, Software Design.

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Sam Hozman's colleagues are Luci Zanetta, Claudia Carlos, Frank See, Rob B, India Masti, Camille-Gevara U7 Braham, Erin (Bedell) Rasmussen.

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