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I have been in the business of making video games for over 30-years now and I have had the good fortune to work with and learn from many great people. Starting 3d6 Games, running Disney Interactive's Bellevue Dev Studio, Heading Nifty Games's LA & Proof of Play and helping two other development companies grow from very early stages has given me valuable experience with the infrastructure, management and the process of software development. Working at Electronic Arts, Activision, THQ and Scopely has provided me with a great deal of experience with software publishing. This combination of development and publishing experience allows me to approach my role with a unique and well rounded understanding of game creation, distribution and live operation.
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Head Of StudioProof Of Play Sep 2022 - PresentUnited StatesWe are building the best platform to create games on the Blockchain. Pirate Nation is our Proof of Play. It is a game built with our 100% on-chain technology (over 100 smart contacts and growing). We are removing all the friction found in Web3 Gaming and opening up blockchain games to a casual audience. -
General ManagerNifty Games Apr 2020 - Jun 2022Los Angeles County, California, United StatesAs the General Manager I managed the day-to-day operation of NFL Clash and the LA studio. Responsibilities included directing development and live operations, managing licensor and 1st party relations and setting, tracking and reporting of the team and project goals. -
Executive ProducerScopely Jan 2017 - Mar 2020Greater Los Angeles AreaAs the Executive Producer I managed the day-to-day operation of WWE Champions. Responsibilities included directing feature development, managing licensor & developer relations and setting, tracking and reporting of team and project goals. -
Director Of Studio OperationsDisney Interactive Aug 2013 - Dec 2016Bellevue, WashingtonI was hired to lead the day-to-day development effort for Marvel Avengers Alliance Tactics, a Facebook title developed internally at Disney Interactive's "Offbeat Studios". We launched and then ran live-ops on the title until it sunset in October of 2014.I was promoted to the Director of Production for the studio in June of 2015 and again to Director of Studio Operations (Studio GM) in November of 2015. In this role I oversaw all personnel and project development for the… Show more I was hired to lead the day-to-day development effort for Marvel Avengers Alliance Tactics, a Facebook title developed internally at Disney Interactive's "Offbeat Studios". We launched and then ran live-ops on the title until it sunset in October of 2014.I was promoted to the Director of Production for the studio in June of 2015 and again to Director of Studio Operations (Studio GM) in November of 2015. In this role I oversaw all personnel and project development for the studio.Titles - Marvel Avengers Alliance for Facebook (Live-Ops), Marvel Tactics (Development and Live-Ops) & Marvel Avengers Alliance 2 mobile (Development & Live-Ops). Show less -
Director Of Development & Ceo3D6 Games, Inc. Sep 2012 - Aug 2013Camarillo CaDuring this period I contracted with Google on an unannounced IP for the Chrome browser platform, designed, produced and shipped the original IP - Sums Academy for iOS, and designed and prototyped several intellectual properties for iOS and Android for internal and external consideration. -
Director Of Production / Sr. Creative DirectorThq Jun 2007 - Aug 2012Agoura Hills, CaliforniaDirector of Production / Sr. Creative DirectorI was hired as the Lead Producer for the UFC Undisputed 2009 title with the goal of creating a new “brand franchise” for THQ. After one year in this role I was promoted the Senior Producer and took on the Creative Director responsibilities. In September of 2009 I was promoted to the Director of Production role for the THQ Fighting Games Studio. During my first 4-years with THQ I was focused on leading production and overseeing design efforts… Show more Director of Production / Sr. Creative DirectorI was hired as the Lead Producer for the UFC Undisputed 2009 title with the goal of creating a new “brand franchise” for THQ. After one year in this role I was promoted the Senior Producer and took on the Creative Director responsibilities. In September of 2009 I was promoted to the Director of Production role for the THQ Fighting Games Studio. During my first 4-years with THQ I was focused on leading production and overseeing design efforts for the UFC licensed titles. In June of 2011 I took on the additional responsibility of Creative Director for a few other THQ Core Products. I am very grateful to THQ for their recognition and for placing their confidence and faith in me to fill these roles.The UFC Undisputed franchise had a successful debut and it just keeps getting better with age. UFC 2009 Undisputed holds an 83% Metacritic Rating, UFC Undisputed 2010 holds an 84% Metacritic Rating and now UFC Undisputed 3 holds an 85% Metacritic Rating. Lifetime sales for the franchise is well over 9 million units.As the Director of Production I managed all console, handheld and mobile products related to the franchise I oversaw. I acted as the primary production and development contact for the developers, contractors, licensors and THQ internal and external partners. I managed an internal group of personnel that directed the product development and outsourcing efforts and also assisted internal departments like sales, marketing, PR, finance, legal, community, quality assurance and localization with their needs and product strategies.As the Sr. Creative Director I worked closely with internal and external development teams to provide design guidance and feedback on projects like South Park: The Stick of Truth, Metro - Last Light, Darksider II & Evolve. I was responsible for ensuring that the project's quality met THQ Core Games standards and represented the project’s creative essence to all internal and external partners. Show less -
Lead ProducerActivision Inc. Aug 2005 - May 2007Producer - Spider-Man 3 PS3/360/Wii/PS2/PSP/NDS/GBA/PC for US, UK, F.I.G.S. & APACPrimary contact for the Spider-Man 3 game to all internal and external parties. I worked with other Activision internal departments to manage the product planning, budgeting, testing, marketing, localization and PR strategy. I managed the relationship with Sony Pictures and Marvel Entertainment, secured product content approvals and managed legal clearances. I also worked with the developers by… Show more Producer - Spider-Man 3 PS3/360/Wii/PS2/PSP/NDS/GBA/PC for US, UK, F.I.G.S. & APACPrimary contact for the Spider-Man 3 game to all internal and external parties. I worked with other Activision internal departments to manage the product planning, budgeting, testing, marketing, localization and PR strategy. I managed the relationship with Sony Pictures and Marvel Entertainment, secured product content approvals and managed legal clearances. I also worked with the developers by providing feedback on features and milestones, locating and managing external contractors, managing voice-over, motion capture, music and arranging for and securing other project based external services.Spider-Man 3 sold more than 3.5 million units across the various platforms and territories. Show less -
Senior ProducerGenuine Games Jan 2003 - Dec 2004As the senior producer at Genuine Games I managed the day-to-day game development resources for Fight Club PS2 & Xbox and helped to sign and start development on the 50 Cent: Bulletproof title. -
Development Director & Ceo3D6 Games, Inc Nov 1999 - Nov 2002I established 3d6 Games, Inc. in 1999. Between November of 1999 and November of 2002 3d6 Games developed eight handheld titles. These titles included Madden Football 2000 & 2001, Disney’s Atlantis, Road Rash, Army Men, Shinobi, Altered Beast and Tetris Worlds. -
ProducerDigital Eclipse Sep 1998 - Oct 1999I was employee No. 7 at Digital Eclipse. Before I started, the company had never made more than 1 million dollars in a single fiscal year nor had more than 7 employees. Just 12 months after I joined the company, I helped to turn the company into a powerhouse handheld developer - earning more than 7 million dollars for the year and employing more than 40 people. My primary contribution was providing corporate direction, securing projects and directing development teams, both internal and… Show more I was employee No. 7 at Digital Eclipse. Before I started, the company had never made more than 1 million dollars in a single fiscal year nor had more than 7 employees. Just 12 months after I joined the company, I helped to turn the company into a powerhouse handheld developer - earning more than 7 million dollars for the year and employing more than 40 people. My primary contribution was providing corporate direction, securing projects and directing development teams, both internal and external, for several projects simultaneously. Show less
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Associate Producer / DesignerElectronic Arts Jul 1993 - Sep 1998While at EA I was responsible for the design and direction of development resources for dozens of projects done with external development studios. My biggest contribution at EA was my part in the design and production of the Boxing and Racing franchises for EA Sports (these started as Knock-Out Kings and Andretti Racing and eventually developed into the Fight Night and Nascar franchises). -
Customer Support / Mission DesignerNova Logic Feb 1993 - Jun 1993I started as a customer service representative for Nova Logic to break into the videogame industry. During my 'off time' I learned how to use the company’s text based mission layout tool and began to design missions. The project lead recognized my work and asked me to create missions for the first Comanche Maximum Overkill Mission Disk. In the end I created more than 50% of the missions included in this expansion pack.
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Customer Support / Qa LeadSoftview / Intuit Aug 1987 - May 1991I joined Softview while in high school and became their first customer support representative for the company. As the company grew I advanced to lead a 16-person customer service department, supporting several tax related products. After three years the company was purchased by Intuit, our competitor. I was transplanted to San Diego to train their CS & QA department before resigning to pursue other ventures.
William S. Schmitt Skills
William S. Schmitt Education Details
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Frequently Asked Questions about William S. Schmitt
What company does William S. Schmitt work for?
William S. Schmitt works for Proof Of Play
What is William S. Schmitt's role at the current company?
William S. Schmitt's current role is Head of Studio at Proof of Play.
What is William S. Schmitt's email address?
William S. Schmitt's email address is ws****@****mes.com
What is William S. Schmitt's direct phone number?
William S. Schmitt's direct phone number is +180521*****
What schools did William S. Schmitt attend?
William S. Schmitt attended Moorpark College.
What are some of William S. Schmitt's interests?
William S. Schmitt has interest in Kids, Cooking, Gardening, Electronics, Home Improvement, Gourmet Cooking, Making And Playing Great Games, Collecting, Home Decoration.
What skills is William S. Schmitt known for?
William S. Schmitt has skills like Game Development, Video Games, Xbox 360, Game Design, Computer Games, Console, Ps3, Business Development, Gameplay, Mobile Game Development, Wii, Mmo.
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