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Geoffrey Virtue

  

Senior Producer, Blizzard Entertainment

Location: Irvine, CA


Certifications

Certified Scrum Professional
Certified ScrumMaster
Certified Scrum Product Owner

Credentials

Biography

Geoff Virtue is a certified Scrum Professional, Product Owner and ScrumMaster who has worked in the Technology and Manufacturing sectors for the past 6 years.  With a passion for Video Games, Geoff currently helps Game Developers overcome the hurdles associated with rapid product development where markets and technology are constantly changing.    

 

Geoff has been credited as a Producer working on a range of titles, from AAA MMOs such as Hearthstone, League of Legends, and WildStar, to top 50 grossing mobile titles such as Immortalis or X-Men: Battle of the Atom.  He strives to help studios build sustainable Agile project management practices while inspiring developers to push the boundaries on what interactive entertainment can offer.  At home architecting organization wide Agile process improvements, consulting on projects with large scopes of unknown, or advising on rapid prototyping, Geoff's coaching and mentorship have helped teams continously improve on their development KPIs with clear and manageable objectives.

 

Having worked as a ScrumMaster, Scrum  Product Owner, and Scrum Coach, Geoff leverages his past experience and formal Agile project management training to align teams with the Agile Manifesto:

We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value:

  • Individuals and interactions over Processes and tools
  • Working software over Comprehensive documentation
  • Customer collaboration over Contract negotiation
  • Responding to change over Following a plan

That is, while there is value in the items on the right, we value the items on the left more

 

Furthermore, he leverages the Agile principles to help coach and mentor fellow employees on the value of Agile project management methodologies:

  1. Customer satisfaction by rapid delivery of useful software
  2. Welcome changing requirements, even late in development
  3. Working software is delivered frequently (weeks rather than months)
  4. Close, daily cooperation between business people and developers
  5. Projects are built around motivated individuals, who should be trusted
  6. Face-to-face conversation is the best form of communication (co-location)
  7. Working software is the principal measure of progress
  8. Sustainable development, able to maintain a constant pace
  9. Continuous attention to technical excellence and good design
  10. Simplicity—the art of maximizing the amount of work not done—is essential
  11. Self-organizing teams
  12. Regular adaptation to changing circumstance

 

Work experience

Blizzard Entertainment, Senior Producer
July 2015 - Present, Irvine, CA, US
Game Production on Hearthstone

Riot Games, Development Management
March 2015 - July 2015, Santa Monica, CA, US
Development Management at Riot Games

Carbine Studios, Senior Producer
November 2014 - March 2015, Aliso Viejo, CA, US
- Managed a team of autonomous Producers responsible for delivering on all aspects of Carbine Studio's development process under the Triple Constraint; on budget, on schedule, and within scope.
•- Overhauled Production team's core responsibilities to support studio's rapid shift to Agile, included converting Production team from a functional structure to a cross-functional structure, resulting in a team with a holistic approach to development.
- Authored proposals and provided business justification with supporting projections for various studio initiatives such as Agile Scrum training, Kanban implementation, and Agile Release Planning.
•- Acted as a bridge between studio staff and senior management to provide a cohesive vision that improved development velocity, team morale, studio sustainability, cross division communication, and revenue.
-• Responsible for the review of Production candidates and the on boarding process for new hires, included creating Carbine's production test and new hire training program.

Carbine Studios, Producer
October 2013 - November 2014, Aliso Viejo, CA, US
- Acted as Producer and Project Manager for various teams, including the Network Engineering, Build Engineering, Live Design, Business Intelligence, and Live Operations teams.
•- Successfully evangelized and converted the first teams at Carbine from a Waterfall methodology to an Agile Scrum methodology, resulting in a positive studio wide shift in development patterns and increased team velocity.
•- Product Owner for studio-wide proprietary technology that tracked Live analytics, player stats, KPIs, and release management in real time. This included full cycle project management for the setup of a Hadoop Cluster and the successful conversion of our Business Intelligence team to a new data architecture that utilized Apache Hive.
- Maintained stability and prioritized the integrity of all Live Services for WildStar, including Staging, PTR, and Live environments by working closely with Engineering, QA, and Operations departments. • Directly managed all Live publishes, including release planning, build management, and code promotions in a multiple schema branch system (6+ schemas).
-• Overhauled studio release notes process, resulting in a streamlined workflow to track, test, and publish all player facing changes. This allowed Carbine to rapidly shift studio focus to zero bug releases in order to respond to player feedback.
-• Analyzed and authored technical documentation for studio wide process improvements, this included tools documentation, Operations runbooks, NOC procedures, catastrophic failure contingencies, and general workflow improvements.

Aeria Games & Entertainment, Development Producer
April 2013 - October 2013, Santa Clara, CA, US
-• Acted as Producer and Project Manager for various teams, including the Network Engineering, Build Engineering, Live Design, Business Intelligence, and Live Operations teams.
•- Successfully evangelized and converted the first teams at Carbine from a Waterfall methodology to an Agile Scrum methodology, resulting in a positive studio wide shift in development patterns and increased team velocity.
•- Product Owner for studio-wide proprietary technology that tracked Live analytics, player stats, KPIs, and release management in real time. This included full cycle project management for the setup of a Hadoop Cluster and the successful conversion of our Business Intelligence team to a new data architecture that utilized Apache Hive. •- Maintained stability and prioritized the integrity of all Live Services for WildStar, including Staging, PTR, and Live environments by working closely with Engineering, QA, and Operations departments. -• Directly managed all Live publishes, including release planning, build management, and code promotions in a multiple schema branch system (6+ schemas).
•- Overhauled studio release notes process, resulting in a streamlined workflow to track, test, and publish all player facing changes. This allowed Carbine to rapidly shift studio focus to zero bug releases in order to respond to player feedback.
•- Analyzed and authored technical documentation for studio wide process improvements, this included tools documentation, Operations runbooks, NOC procedures, catastrophic failure contingencies, and general workflow improvements.

Aeria Games & Entertainment, Assistant Producer
July 2012 - April 2013, Santa Clara, CA, US
•- Analytical and metrics driven with extensive industry knowledge base
•- Development/Live Operation Producer for Immortalis a top 50 grossing title on iOS
•- Results-oriented experience developing/operating top grossing titles with budgeted timelines •
- Acted as Scrum Product Owner in a JIRA project tracking environment
•- Determined and prioritized development and live operations sprint cycles and product backlog
•- Coordinated interdepartmental development process on four successful live launches
•- Facilitated developer workflow and process with international development teams
•- Ensured quality and timely delivery of products using an Agile Scrum project management methodology
-• Reported and analyzed player metrics through KPI tools

Virtues Coffee Roasters, Production Assistant
June 2009 - August 2010, Livermore, California, US
- Implementation of production projects under time and budget constraints
•- Managed packing line while fulfilling weekly output goals
•- Utilized internal metrics to maximize throughput

 

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