|Synnergist (1996)||(Frankie (the pimp))|
|Global Operations (2002)||(Special thanks to)|
|Aliens Versus Predator 2 (2001)||(Special Thanks)|
|Max Payne (2001)||(AMD)|
|Aliens Versus Predator: Gold Edition (2000)||(Fox Thanks)|
|Die Hard Trilogy 2: Viva Las Vegas (2000)||(Special Thanks to)|
|Men in Black: The Series 2 (2000)||(Special Thanks)|
|Aliens Versus Predator (1999)||(Fox Thanks)|
|Dark Vengeance (1998)||(AMD)|
|Star Trek: The Next Generation - Klingon Honor Guard (1998)||(Special Thanks)|
|Metal & Lace: The Battle of the Robo Babes (1993)||(Special Thanks To)|
I started in the computer games industry as the buyer and marketing manager for Ingram Micro in 1986. As more and more publishers like Electronic Arts and Activision, Microprose, Accolade, Epyx Broderbund, grew so did our industry. In the early days of EA Larry Probst, Nancy Smith, and David Klien would even make the trek to Ingram to help sell their games, along with the likes of veterans like Chris Mate, Jon Leach, and Paul Lombardi.
After 5 years of Ingram and growing the consumer business by over $20 million dollars, it was time for me to move on and I joined Advanced Gravis. Gravis was amazing company at the time, and I became their business development manager and one of the first ISV relations managers in the game industry. At Gravis I helped launched some great products at GDC like the gravis game pad, and the Gravis Ultrasound card. I was lucky enough to bring in very talented people like Justin Cooney from EA and John Smith , and Bryan Del Rizzo that helped us grow from 3 million to 30 million in 2 years. We also worked a lot with Logitech as they took a 51% stake in us, and later sold gravis share which was picked up by Kensington.
My next move was Forte, where I was VP and we launched the VFX1. Established developer relations program and created business marketing and branding plans. I was lucky enough to get almost every front cover of every gaming magazine in the world. Created go to marketing programs and help drive sales from 100k a year into a 5 million dollar business.
Matt Firme reached out to Bryan DelRizzo and I, and we joined Future publishing. I became co-editor and a writer for PC Gamer as well. Wrote technology stories, and interviewed industry executives and gaming industry leaders for monthly key feature/editorial.
I was recruited by Compaq, and my new boss was the best mentor anyone could ever ask for, Mark Wozniak. Mark was the developer relations manager for Sony Playstation and help put Sony on the map. I was responsible for developing and managing ISV and IHV relationships, evangelizing new technologies and usability initiatives, supporting the development and delivery of 3rd party bundle software, WW bundle software licensing, and Internet Product Marketing. During our on going talks at Compaq we brought in the AMD folks and looked at their roadmap.
After 2 years at Compaq I was recruited in AMD. I built the ISV organization from a few individuals into a 20+ person multi-disciplined team spread across 5 countries. The team provided technology and product planning, competitive analysis, partner alliances and industry ecosystem support to all of AMD business units and over $4B in revenue. I was lucky enough to have great people like Elias Slater, Keith Galocy, Sam Feng, and Vik Long help me along the way to make the Athlon a house hold name. Vik Long and I were named best developer relation managers in the world by Computer gaming world magazine.
After 5 years at AMD I left to join EA. At EA I made business use cases, weighed return on ROI, handled negotiations. for licenses and tools such as Perforce, Havok, Incredibuild, Virtools, BuildForge, ProDG, Gamespy, Kynapse, AI Implant, MSDN, Microsoft (Xbox, Xbox 360 and Windows), Autodesk, Adobe, Sony, Nintendo, and DivX.
Chaired World Wide tech Council. Got them on track as a team and with a proper and proven format. Initiated Technical Director Council.
ATI was calling thanks to Justin Cooney, I joined and became Manager of Technology Developer Relations/Business Relations/Account Management.
Defined handheld content and mobile phone development strategy for AMD handheld devices.
Founded and managed the AMD Handheld Content Group consisting of two teams of engineers and a team of evangelists, account managers, and business development. The engineering teams produced graphics research, tools and technology for use by mobile phone and handheld application developers. The account managers worked with third parties to generate content proposals from the software application, game, television and film industries.
Last updated: Aug 22, 2012