Scott Howard

Scott Howard Email and Phone Number

Sr. Director, Head of Operations at 2K (31st Union) @ 2K
Scott Howard's Location
San Francisco, California, United States, United States
Scott Howard's Contact Details

Scott Howard personal email

n/a
About Scott Howard

"Real Artists Ship" - Steve JobsNothing gives me more pleasure than seeing an idea sketched on a napkin to being alive in the world.I have helped produce products from concept to worldwide live services.I know how to balance the needs of the player/customer with the business goals of the company. This experience, coupled with an insatiable curiosity, relentless pursuit of self-improvement, and crazy work ethic, drive my passion for creating amazing products and high-functioning, collaborative teams.During my 20+ year career, I have worked on industry-leading games such as; Monster Hunter, Phantasy Star Online, Resident Evil Outbreak, Virtua Fighter 4, Crazy Taxi, Jet Set Radio, Tome, The Sims, SimCity, and many more.

Scott Howard's Current Company Details
2K
Sr. Director, Head of Operations at 2K (31st Union)
Scott Howard Work Experience Details
  • 2K
    Sr. Director, Head Of Operations (2K, 31St Union)
    2K Mar 2023 - Present
    Novato, California, Us
  • Azarus.Io
    Advisor
    Azarus.Io 2018 - Present
    San Francisco, California, Us
    Azarus augments games by building a challenge layer on top of them where anyone can set the rules, stakes, and rewards.
  • Riot Games
    Director Of Operations
    Riot Games Aug 2021 - Dec 2022
    Los Angeles, Ca, Us
    Directed the team on all production processes, team scaling, and product delivery. - Scaled the team by 300% in just over a year while increasing team health scores for engagement and satisfaction from 83% to 90%. - Pioneered a new operations system for planning and tracking headcount, returning to the office during COVID, and for long-term (three years plus) roadmap modeling. - Ran a highly effective production team focused on delivering value to the team and the player.
  • Hiroad
    Director Of Product
    Hiroad Oct 2018 - Aug 2021
    Providence, Ri, Us
    I took a hiatus from traditional game development to apply my game design and behavioral economics experience toward solving the challenge of telematics-based insurance. - Helped launch the HiRoad experience, a reinvention of insurance to reward people for making mindful decisions behind the wheel. - Learned the inner workings of an entirely new industry while also changing how an insurance company does product development, operations, and customer experience. - Helped patent a new way to file claims via mobile device benefiting the customer, claims business unit, and automating the estimating process. - Built an internal automation tool that reduced input errors by 32% saving the company millions.
  • Electronic Arts (Ea)
    General Manager
    Electronic Arts (Ea) Aug 2016 - May 2018
    Redwood City, Ca, Us
    Hired to work on new products within Maxis to create the next generation of Maxis games. Later was tapped to head up The Sims Mobile months before soft-launch to get the project on track to success. - Airdropped onto The Sims Mobile project just two months before soft launch. Reinvigorated a burned-out team to help them turn the product around into a successful live service. - Worked on an unannounced mobile title that merged casual gameplay with deep collection mechanics which tested exceptionally well with target demographics and segmentation. - Worked on an unannounced AAA game that defined a new vision for Maxis. The concept was based on creativity, emergent gameplay, blended with UGC, multiplayer, and modding.
  • Blue Owl
    Product Development Consultant
    Blue Owl Jun 2016 - Sep 2016
    www.blueowl.xyz
  • Gazillion Entertainment
    Creative Consultant
    Gazillion Entertainment May 2016 - Aug 2016
    Foster City, Ca, Us
  • Betterdoctor
    Vice President Of Product
    Betterdoctor Sep 2014 - Apr 2016
    San Francisco, Ca, Us
    Developed all aspects of product development while managing engineering and design resources. - Improved development processes that added greater tracking and predictability of our work. This increased accuracy of our estimates, hitting 90% accuracy and ~200% increase in velocity. - Worked with the team to explore a potential new market and after multiple experiments, we found product-market fit. We then pivoted towards this new service, putting us on a path to profitability. - Established quarterly planning procedures, including setting up team and company OKRs (Objectives & Key Results). Used these targets to build a strategic roadmap into tactical sprints. - Championed lean product development and created a culture of “Build, Measure, Learn.” All features contained metrics for success that were then tracked and measured.
  • Glu Mobile
    Executive Producer
    Glu Mobile May 2014 - Aug 2014
    San Francisco, Ca, Us
    Directed Eternity Warriors 4, an internal IP, action RPG for eastern and western audiences. - Performed in-depth analysis of Eternity Warriors 3, to get at the core of what made the game successful. Used these insights to establish a vision of customization and collection for EW4. - Knowing the challenges of remote development, I created a culture of, “one team, one fight” to rally the entire team around the goals and success of the game vs. personal objectives. - Smoothly handed off the product to the Beijing studio after Glu executive leadership decided to release the game in the eastern market only. The game would go on to a highly successful launch.
  • Kixeye
    Executive Producer
    Kixeye Apr 2011 - Mar 2014
    Victoria, British Columbia, Ca
    Worked on Backyard Monsters, Battle Pirates, War Commander, then started TOME - Immortal Arena. - Transitioned KIXEYE to AAA game development, merging console quality with F2P browser gaming. - Joined KIXEYE as employee 25 and helped grow the company to 530+, interviewing and bringing in key talent from other great game companies, such as EA, Blizzard, and Riot Games. - Built all development processes from scratch because they didn’t exist before joining the company. Set best practices for spec writing, wireframing, agile, documentation, and QA. - Created, from concept to live service,TOME - Immortal Arena, a 3D MOBA running in a browser.
  • Blancspot Media
    Director Of Product
    Blancspot Media May 2010 - Apr 2011
    I was the fourth employee hired and focused on new product-market fit. The goal was to create a new way of interacting with a rich multimedia news experience on mobile devices. - Created all aspects of product development, including concept, design, engineering, and release. - Launched our iPhone product three months after being hired and made Apple’s, “App of the week” - Managed multiple external vendors for client-side dev, CMS dev, QA, and website development.
  • Nokia
    Design Manager - Connect Services
    Nokia Oct 2009 - May 2010
    Espoo, Southern Finland, Fi
    Managed a team of five designers working on the UX for Connect Services, which includes Messaging, Social Phone Book, Organizer and Community (integration with Facebook, Google, Twitter, etc).- Oversaw the UX of all product interfaces - PC Web, Mobile Web, S60, Maemo (Linux) and S40.- Managed two design teams - A future vision team and a (remote) team working on live-ops. - Earned Nokia’s Innovation and Excellence Award for the Ovi App Wizard, which helped the Nokia App Store increase the available number of apps by 250%.
  • Nokia
    Network Games Product Manager - Nokia N-Gage
    Nokia Feb 2006 - Sep 2009
    Espoo, Southern Finland, Fi
    Responsible for dramatically increasing mobile connected game experiences on the N-Gage Service.- Defined development and review process for connected game features, ensuring these features were vetted by the SDK team, IOPS team and aligned with CM / CS.- Worked with top-tier developers, (EA, Ubisoft, Rovio, and others), to design and implement mobile connected features that were years ahead of their time.- Dramatically increased the adoption of mobile connected features, including online multiplayer mobile games, going from zero at launch, to 22 of the 45 games created at the time.
  • Nokia
    Producer - Reset Generation, Nokia N-Gage
    Nokia Feb 2006 - Sep 2009
    Espoo, Southern Finland, Fi
    From concept to live service, I worked on all aspects of Reset Generation, one of The Guardian's "Most Promising Games" for 2008 and #2 on Pocket Gamer's Top Ten for 2008.- Worked with industry legend Ed Annunziata (Ecco the Dolphin) to create a groundbreaking cross platform mobile game - connecting PC and mobile gamers in a seamless experience.- Defined the game’s core design pillars of “inviting to play and unfairly addictive” and drove all product decisions around these principles.- Earned a 10/10 on Pocket Gamer. At the time this put Reset Generation on the same level as Tetris and The Legend of Zelda: The Phantom Hourglass.
  • Nokia
    Art Director N-Gage And Snap Games
    Nokia Nov 2004 - Jan 2006
    Espoo, Southern Finland, Fi
    Led the art direction on all 1st party games, including games for the original N-Gage (Hardware) platform and JAVA based games using SNAP (Internal network SDK).- Set industry standard for high-quality visual design for all 1st party games.- Worked on Milehigh Pinball, Pro Series Golf, Pocket Aces Poker and the critically acclaimed Pocket Kingdom - Own the World (4.5/5 stars on Gamespy.com).- Pushed the creative boundaries of early mobile game visual design on a very technically limiting design space, 176px by 208px resolution with a 12-bit color palette and 1-bit alpha channel.
  • Nokia
    Design Manager
    Nokia Oct 2003 - Nov 2004
    Espoo, Southern Finland, Fi
    Managed the design of the N-Gage service, Nokia’s first entry into the mobile gaming space, including the visual direction and UX for N-Gage.com and the S60 application.- Designed an experience that was light years ahead of the current S60 UI and laid the groundwork for what would eventually become the device independent N-Gage Service.- Created a consistent visual language and experience between the PC and the mobile app, giving players a familiar, optimized experience regardless of platform.- Produced custom, game-specific versions of the client for Crash Nitro Kart, Pocket Kingdom, Call of Duty, Splinter Cell, the critically acclaimed Pathway to Glory, (9 out of 10 on 1Up.com).
  • Sega
    Art Director
    Sega Sep 2001 - Oct 2003
    Gb
    Produced the vision, design, UX and development of over 20 game specific marketing websites, many with complex motion graphics, video and unique, custom built games.- Worked on critical IP with rigid brand guidelines, like Virtua Fighter, Phantasy Star Online,Quake 3, SegaSports Franchises, Sonic the Hedgehog, Jet Grind Radio and Crazy Taxi.- Set the standard for marketing oriented game websites that were the first of their kind to blend traditional marketing goals, while also driving return visits to get new content and information.- Worked on the redesign and launch of Sega.com and Sega’s new gaming-specific ISP - SegaNet.- Transitioned to production as the network game producer on Resident Evil Outbreak (PS2) and Monster Hunter 1 and 2 (PS2).
  • Sega
    Designer - Dreamcast Platform
    Sega Oct 1999 - Aug 2001
    Gb
    Hired at Sega to design the new browser experience for the Dreamcast platform, the first game console with a built in network adaptor. - Helped design the Dreamcast Passport UI and TV web browsing experience. - Worked on an internal demo game - Grid Wars, which was used as proof of concept for Sega’s new network technology (SNAP - Sega Network Application Package). This technology would go onto be used in games for Xbox, PS2, Gamecube and N-Gage.
  • Electralux
    3D Animator
    Electralux Mar 1998 - Oct 1999
    Worked as a 3D animator at a small animation and motion graphic house. - Animated a test concept for Jim Henson Studios to see what the Muppets could be like in 3D. - Story boarded and animated the opening animation for the Game Developers Conference 1999. - Story boarded and animated the opening sequence for the Independent Games Festival 1999.

Scott Howard Skills

User Experience Mobile Applications Game Design Video Games Game Development Mobile Games User Interface Product Management Start Ups Photoshop Computer Games Animation Gameplay Online Gaming Illustrator Art Direction Monetization Concept Design User Experience Design Ios Development Cross Platform Development User Centered Design Agile Project Management Developer Relations Optimization Software As A Service Analytics Communication Product Design Slack Typography Xhtml Web 2.0 Flash Mobile Devices Indesign Actionscript User Interface Design Interaction Design Facebook Linux Iphone Casual Games Xbox 360 Social Games Mmo Storyboarding Perforce Game Mechanics Scripting Lua Ps3 Unity3d Information Architecture Community Management Level Design

Scott Howard Education Details

  • University Of California, Berkeley
    University Of California, Berkeley
    Center For Executive Development
  • Penn State University
    Penn State University
    Visual Design/Computer Graphics

Frequently Asked Questions about Scott Howard

What company does Scott Howard work for?

Scott Howard works for 2k

What is Scott Howard's role at the current company?

Scott Howard's current role is Sr. Director, Head of Operations at 2K (31st Union).

What is Scott Howard's email address?

Scott Howard's email address is sc****@****ign.com

What is Scott Howard's direct phone number?

Scott Howard's direct phone number is +151071*****

What schools did Scott Howard attend?

Scott Howard attended University Of California, Berkeley, Penn State University.

What skills is Scott Howard known for?

Scott Howard has skills like User Experience, Mobile Applications, Game Design, Video Games, Game Development, Mobile Games, User Interface, Product Management, Start Ups, Photoshop, Computer Games, Animation.

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