Corey Garnett 4601 Alla Rd Unit #4, Marina del Rey, CA 90292 Phone: (310) 866-1638 E-Mail: [email protected]

Objective

A unique 10+ year game development veteran seeks leadership position for next adventure. Searching for exciting challenges that will leverage my diverse experience in AAA console and mobile/web development, social media & online marketing and community creation.

Skills

• UniqueUnique perspective provided by 10+over years 10 years in IT inspecializing IT specializing in Systems in Systems and a Networknd Network Architecture, Implementation,Architecture, Implementation, and Administration. and Administration.

• Strong technical background combined with a balanced understanding of business and creatcreativeive disciplines. Demonstrated ability to effectively communicate complicated subject matter to audiences ofof varied disciplines and skill levels.

• Intimate knowledge of and participation in online communities dating from the early days of BBS, MUDs, IRC and USENET to current social media/network tools.

• Keen understanding of emerging trends, technologies and best practices.

• Accomplished independent learner with a propensity for self-education.

• Languages: Python, PHP, Ruby, Perl, Shell, HTML, XML, JSON

• PlatformPlatforms:s: PS3/PS4,Linux/Unix, XB360/XB Windows, One OS, iX,OS, Amazon Android, Cloud Linux/Unix, (EC2, EBS,Windows, S3) OS X, Amazon Cloud (EC2, EBS, S3) • Databases: MySQL, Oracle • Databases: MySQL, PostgreSQL, Oracle • Misc: TCP/IP, Apache, Memcache, Simple Machine Forums, Wordpress, Twitter, Drupal • Misc: TCP/IP, Apache, Memcache, Simple Machine Forums, Wordpress, Twitter, Drupal

Experience

Ghost Games (EA) Technical Director June 2013 – December 2013

Specifically requested by leadership team to join the new Gothenburg, Sweden studio created to

breathe new life into the award winning and best selling franchise. My expertise in companion experiences and applications was leveraged to shepherd an ambitious second screen experience known as the Need for Speed Network featuring the groundbreaking real time web-to-game Overwatch mode.

Working in partnership with the Producer as a lean startup within the studio, I provided technical and creative direction to grow the experience from a loose idea to fully formed web & mobile/tablet applications. This included development of Overwatch into a mini-social game featuring a “Help or Hinder” core design principal and progression system to unlock both Overwatch functionality as well as in- game content unlocks for Need for Speed Rivals. Day to day tasks included acting as a liaison between technical teams across the larger EA organization, acting as product owner and managing the work of a 15 person external development studio and providing technical, creative and design direction as needed in the form of load testing plans, UI mockups or game balance spreadsheets. http://www.youtube.com/watch?v=hcAiaTWDVCs

Electronic Arts Games Label Online Marketing Technical Director January 2012 – June 2013 Joined EA as the sole technical leader supporting a 30 person online marketing team, part of a larger 200 person marketing organization responsible for all “EA Games” titles (Battlefield, Need for Speed, Medal of Honor, Army of Two, ).

Acted as the technical expert for the team in executing advanced performance based online marketing campaigns. Worked with Marketing leadership in order to build and improve existing relationship with our development and hosting partners to deliver a platform optimized for the complex needs of AEM performance marketing such as dynamic personalized content and tracking/analytics.

Successfully repaired strained relationships with multiple internal and external partners and completed complex massive migration of multiple franchise web sites from varied and inconsistent platforms to the newly built Drupal based platform.

Sony Computer Entertainment America Senior Hosting Engineer (contract) September 2011 – December 2011 Undertook a limited term contract with SCEA in order to provide transition assistance during the launch of Resistance 3. Provided training to staff and worked with technical writer in order to produce documentation for the systems and software I built while at Insomniac that were in use and managed by SCEA.

Insomniac Games Community Architect September 2007 – September 2011 Shipped 6 AAA 1M+ selling games for the PlayStation 2 & 3 consoles on time and on budget. Acted as a subject matter expert on the technical and communication aspects of community initiatives including social media, web presence, podcasting, and associated technologies. Drove multiple internal and external projects with mid-6 to low-7 figure budgets including drafting RFPs, vendor selection, project management, and implementation.

Identified ongoing game server infrastructure costs as a target for budget reduction. Utilizing emerging cloud server technologies, proposed an alternative architecture and hosting arrangement that is projected to reduce costs by as much as 75% over project lifespan. Led a team of 3 engineers in the creation and implementation of a robust game stats tracking system including web and console clients to access and view the data.

Acted as a liaison between multiple internal and external teams in order to launch community initiatives, including a redesign and migration of MyResistance and the new stats system. Created from scratch a robust data mining and reporting system in order to leverage consumer experiences to drive data based decisions. Provided technical oversight, planning and support for production and marketing events

2 including GDC, E3, public beta, media previews and community days.

Insomniac Games Systems Engineer Feburary 2007 – September 2007 Applied my technical abilities and passion for communities in order to grow community size, features and integration with both the game and marketing initiatives. Grew MyResistance to 100K registered users & 1M forum posts.

Stayed current on technologies, trends and best practices across the Entertainment and Internet industries in order to recommend new systems and policies. Worked directly with Department Head and C-Level officers of a 200 person studio on special projects.

Launched Insomniac's hit podcast "The Full Moon Show" and built out the technical architecture for hosting, distribution and promotion. Grew podcast to 10K weekly downloads with a peak at #1 in multiple categories of iTunes podcast listings.

Insomniac Games Network Engineer February 2005 – January 2007 Conceptualized, developed and implemented the community website (MyResistance.net) for AAA PS3 FPS Resistance: Fall of Man, including discussions with Sony Computer Entertainment America to secure their approval and access to necessary game server data.

Administered and moderated Insomniac's web properties including community forums.

Procured hardware, software and services as required including vendor selection, negotiation, purchase order creation and invoice management

Accolades

BAFTA Nomination – Global Resistance 2012 As part of the Resistance 3 revision and relaunch of MyResistance.net, I oversaw the creation of a web based social game called Global Resistance. I contributed a full suite of technical, creative and design direction to the Insomniac team and partner agency (Soap Creative) responsible for development.

“Highlighted Session” speaker GDC Austin 2009

Co-presented a session titled "Mend the Gap: Bridging Social Communities and Online Games". In advance of conference, GDC leadership picked the session as a “Highlighted Session” prominently advertised in conference materials. After the conference the session feedback grades were highly positive above the conference average.

3