Senior Product Manager
CurrentWorking with interesting people on interesting things- Hopefully we'll get to share with y'all in the future!
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@absurdjoy.com
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Scott Stephan is listed as An interactive producer & designer with deep roots in XR, product development & the future of remote work! My venn diagram: design intuition, user research and leadership diplomacy-The what, why and how of great product. at Sony Interactive Entertainment, based in Austin, Texas, United States. AeroLeads shows a work email signal at absurdjoy.com, phone signal with area code 973, and a matched LinkedIn profile for Scott Stephan.
Scott Stephan previously worked as Senior Product Manager at Sony Interactive Entertainment and Head of Product at Tangle. Scott Stephan holds Master Of Fine Arts (Mfa), Interactive Media from University Of Southern California.
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Scott Stephan is an interactive content producer, product manager & designer from Austin, Texas and currently VP of Product at absurd:Joy. He's been involved in XR design and product development since 2013, shipping launch titles for Gear VR, Vive and Oculus Touch. He's also released and managed publishing for products on PSN, Steam, Oculus Store and custom LBE distributions.Previously he worked at the GameDesk Institute, establishing new design methodologies for learning through play. In recent years he's worked as Project Lead on WEVR's theBlu and Senior Designer on Jon Favreau's Gnomes and Goblins. Prior to moving to Austin he could be found at FoxNext's VR Studio as Director of Games, working to bring the world of Fox IP to the next generation of interactive technology. Following a stint in the XR Ad Agency world with Subvrsive, he's now working on the future of remote work at absurd:joy.He also co-designed and programmed the award winning hybrid-VR environmental storytelling game Anamnesis with Alexa Kim and was previously Lead Producer on the the Kickstarter-funded Aegis Defenders. He holds an MFA in Interactive Media from USC's IMGD Department. You can find him at scottstephan.org and @scottstephanAwards and Honors:Academic IMGD Graduate Council President Recipient Rose Family Fellowship Recipient Frank Volpe Family FellowshipAnamnesis Exhibited at IBM/Killscreen Dev@Pulse 2014 Exhibited at IMGD Winteractive Showcase Shortlisted at Ama.ze Berlin, Most Amazing Game IndieCade @ E3 Official Selection IndieCade 2014 Festival Digital SelectAegis Defenders Raised over $145,000 on Kickstarter
Listed skills include Game Design, Game Development, Social Media, Wordpress, and 21 others.
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San Mateo, California, Us
Working with interesting people on interesting things- Hopefully we'll get to share with y'all in the future!
As Head of Product I get to interview our incredible users, develop and triage feature wishlists and work with our amazing team of beautiful brains to ship useful and engaging features for Tangle. In a more day to day capacity, this means defining releases, negotiating scope and maintaining the roadmap. The combination of design intuition, user research and leadership principles is a lovely and fitting summary of my work in games, immersive and interactive content over the last decade.
Helping some of the most beautiful brains on Earth bring a new vision of remote work to life! Find out more at http://tangle.app!In my first role at absurd:joy I helped scale the team from 8 to 25+ and introduced Agile production processes and software to create, maintain and develop mature pipelines across disciplines. This process took us from Post-It release triage all the way to actually writing stories, planning sprints and doing demos.
Austin, Tx, Us
Oversaw resourcing, scheduling, P&L and production for clients like Ford, Amazon, Showtime and US Foods on multi-sku projects with six-figure budgets.- Utilized a variety of production strategies- from Agile, to waterfall, to Scrum- to ship a variety of XR experiences for clients like Amazon, Ford, Netflix and others with consumer reach in the tens of millions and with cumulative budgets exceeding 3 million dollars- Responsible for project scoping & budgeting and per-project P&L- Built studio-wide production & project management processes in concert with other division leads that promise clarity, reliability and KPI-based success- Oversee a team of 5 Project Managers who themselves collectively oversee dozens of creative, engineering and outsource resources- Manage vendor vetting, SOW & Contract creation and other paperwork-based excitement for outsource partners around the globe.
Ca
Official Jett Scout + Clearer of ways.-Managed relationships with platform partners Epic Games Store & Sony Playstation-Managed product & metadata setup for PSN content pipeline & DevNet for multiple SKUs-Managed asset & content production schedules for a globally distributed team in 9 timezones, across a stable of interdisciplinary partner art & development teams-Wrote, amended and edited work contracts for partners in multiple countries
Lead 4 titles with budgets over 3 million dollars each through development and onto all major consumer-facing VR platforms (PSN, Steam, Oculus Store) as well as custom Location-Based Entertainment (LBE) platforms.Lived the life cycle of our games from drafting RFPs, through developer selection and vetting, into the crafting of SOWs and all the way through production and publishing.Assessed weekly builds and worked with studio stakeholders and playtest data to develop key feedback for our developers.
Provided executive overview for the slate of FoxNext VR projects. In practice this means staying in close contact with our 2nd party development teams to track the timeline of current productions, identify concerns and liase with the film studio and stakeholders as necessary.Towards the end of a product's life cycle I also managed publishing on PSN, Steam, Oculus Store and other distribution mechanisms.
Venice, Ca, Us
Project ResponsibilitiesGame Designer (January 2015 - July 2015)Technical Design Lead (July 2015 - July 2016)Project Lead (July 2016 - May 2017)On The Encounter, my title was Game Designer, a kind of catch-call on a small team. In practice this meant that my duties largely revolved around integrating assets into Unity, working with non-technical staff (Audio etc.) to develop tools to meet their needs and actually laying out and managing the event and interactions in the actual experience. For Season One I began as the Technical Design Lead working alongside the Art Lead (Gee Yeong) to assemble and hire the team, concept and pitch new content and then lead execution of that content. In practice this meant retaining my hands-on duties from The Encounter, but also learning how to manage and delegate task work as well and working alongside our Lead Producer (Max Geiger) to develop and maintain the product vision.After Season One shipped I became Project Lead, maintaining the project and focusing on ports and builds for new revenue streams (LBE, new platforms etc.). This continued into mid-2017 with the development of a new team focused on new product prototypes and features.
Lead Producer for the Kickstarter success, Aegis Defenders. Produced the Kickstarter that raised almost $145,000. Handled daily finance and business development as well as community management and project scheduling.
Los Angeles, Ca, Us
MFA Candiate in USC's Interactive Media & Games Division. During my time at USC, I also worked with the School of Cinematic Arts Public Relation's office producing the bi-annual Demo Day event, the premiere industry showcase for student talent.
Created content for a Samsung Gear VR launch title and the lead Valve VIVE VR demo using tools developed in-house. Pitched level concepts and worked with engineering and art staff to bring those concepts to completion. under deadline.
Work around Web Development, Physical Computing and Interaction & Experience Design, all tied to an ambient informational system. 3D environmental and interaction design for a physical space prototype in Unity & Oculus Rift.
Independent design consulting on an unannounced project.
Los Angeles, Ca, Us
Managed the production of NSF and Gates Foundation-funded educational game projects, as well as their showing at both public and industry events. Created the core design & learning goals for the GeoMoto project and contributed to incentive and environmental design for AERO.
I was in charge of teaching English classes to students between the ages of 4-12, roughly 40+ hours a week. Duties included lesson planning, lesson creation, discipline etc. Hard work, but after facing down 30 pre-literate toddlers who don't speak a word of English I'm basically ready for anything.
New York, Ny, Us
Coordinated traditional marketing efforts via Social Media networks (Facebook, Twitter). Managed website codebase (Magento, Wordpress) and wrote custom middleware (PHP/MySQL) to interface between the website and warehouse.Additionally, manged the production and staffing of promotional events both public and industry-facing.
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Scott Stephan works for Sony Interactive Entertainment.
Scott Stephan is listed as An interactive producer & designer with deep roots in XR, product development & the future of remote work! My venn diagram: design intuition, user research and leadership diplomacy-The what, why and how of great product. at Sony Interactive Entertainment.
AeroLeads has found 1 work email signal at @absurdjoy.com for Scott Stephan at Sony Interactive Entertainment.
AeroLeads has found 2 phone signal(s) with area code 973 for Scott Stephan at Sony Interactive Entertainment.
Scott Stephan is based in Austin, Texas, United States while working with Sony Interactive Entertainment.
Scott Stephan has worked for Sony Interactive Entertainment, Tangle, Absurd:Joy, Subvrsive, and Superbrothers Inc..
You can use AeroLeads to view verified contact signals for Scott Stephan at Sony Interactive Entertainment, including work email, phone, and LinkedIn data when available.
Scott Stephan holds Master Of Fine Arts (Mfa), Interactive Media from University Of Southern California.
Scott Stephan is listed with skills including Game Design, Game Development, Social Media, Wordpress, Web Development, Video Games, Unity3D, and Social Media Marketing.
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