JOHN HOWARD Seattle, WA | [email protected] | | 206.639.5653

JOHN HOWARD Seattle, WA | Jc.Howard@Hotmail.Com | | 206.639.5653

JOHN HOWARD Seattle, WA | [email protected] | www.positive‐chaos.com | 206.639.5653 SUMMARY For the past 20 years, I've used cutting‐edge technology to deliver innovative products for both consumers and enterprise. My credits include Microsoft HoloLens, Xbox Fitness, and Halo. My former clients include KPMG, Trimble, Gatorade, and Nike. As a creative and production leader, I believe a collaborative, problem‐solving approach is the best way to build a high‐functioning, cross‐discipline organization. And the healthy urgency these teams thrive on delivers the best results. AWARDS TRIMBLE FOR HOLOLENS. “Best Real Estate Technology Innovation” from the Realcomm Conference Digie Awards, 2015 [PROTOTYPE 2]. “4 Stars” reviews from Official PlayStation Magazine, Eurogamer, Game Informer, Electronic Gaming Monthly, and EDGE magazine, 2012 HALO: COMBAT EVOLVED. “Game of the Year” awards from the Academy of Interactive Arts and Sciences, IGN.com, Electronic Gaming Monthly, and EDGE magazine, 2002 CRIMSON SKIES. “Best Graphic Presentation” from the Academy of Adventure Gaming Arts & Design, 1998 EXPERIENCE HEAD OF PRODUCT AND DESIGN 2016 – 2017, LOOOK Co‐founded this mixed reality design and development studio and ran the product development side of the business. Built the development team from the ground up. Delivered four projects our first year. Generated $1.1M in revenue in our first 12 months of operation. Established a partnership with BGC Engineering to tackle the problem of communicating complex geo‐engineering challenges to non‐technical stakeholders. Together we developed a set of data‐ driven tools to transform flat engineering drawings with interactive, 3D maps that engineers and clients can explore at their own pace. Developed a 3D data visualization tool for KPMG which was showcased at the 2017 World Economic Forum in Davos, Switzerland. The tools have since been deployed to KPMG’s Insights Centers in Frankfurt, Hong Kong, London, and New York. PRINCIPAL CREATIVE DIRECTOR HOLOLENS 2014 – 2015, MICROSOFT Led the teams developing high‐impact prototypes for HoloLens, the world’s first holographic computer. Responsible for innovation partnerships with Autodesk, Trimble, and NASA. Our successful Trimble collaboration motivated Trimble to fast‐track development of multiple HoloLens‐enhanced applications for industries including architecture and mining. The HoloLens partnership with Autodesk was announced during the keynote at the 2016 Microsoft Worldwide Partners Conference. Our industrial design solution for HoloLens was demonstrated on stage as the centerpiece of the announcement. The enterprise‐first experiences my teams developed cemented the pivot to a business‐first story for the overall HoloLens program. PRINCIPAL CREATIVE DIRECTOR XBOX FITNESS 2012 – 2013, MICROSOFT Launched this interactive streaming service day‐and‐date with the Xbox One console. To ensure we hit our date, I chose to spend half my time embedded with our UK‐based development partner. This paid off when it came to the high‐stakes negotiations necessary to ship Xbox Fitness simultaneously with the Xbox One console. Delivered a 10x increase in content scope with less than 6 months left in production. This was accomplished without disrupting the schedule or negatively impacting user engagement metrics, despite requiring a major overhaul of the workout experience. In its first six months, Xbox Fitness acquired more than 1.1M users and $2.2M in sponsorship revenue. Two years post‐launch, Xbox Fitness continued to grow with 2.1M UUs and a 67% repeat usage rate. PRINCIPAL DESIGNER [PROTOTYPE], SPIDER‐MAN, SCARFACE 2008 – 2012, ACTIVISION Introduced “five minutes of gameplay” narratives to the studio design process. The narratives let designers illustrate multiple features working together before any code need be written. Built out a 20‐seat user testing lab and overhauled the studio’s user testing to deliver statistically relevant feedback. Led creative and owned milestones for multiple feature teams including UX/UI, narrative, AI, user progression, mission design, and open world. Dubbed a “human garbage disposal for design problems” by the executive team for the ability to make creative and production problems go away. DESIGN LEAD HALO: COMBAT EVOLVED, CRIMSON SKIES, SHADOWRUN 1999 – 2007, MICROSOFT Halo: Combat Evolved has achieved lifetime sales of 6M+ units (Halo franchise sales 60M+). Invented the aim assist and control system that enabled Halo and the FPS games that followed to become the dominant console genre of the decade. Shadowrun pioneered cross‐platform multiplayer, allowing Xbox 360 and Windows PC users to compete against each other for the first time. GRAPHIC DESIGNER 1996 – 1999, VIRTUAL WORLD Developed marketing campaigns and designed graphic identities for brands and franchises including Virtual World, FASA Interactive, Crimson Skies and MechCommander. CREATIVE PARTNER 1994 – 1996, THE LEAP PARTNERSHIP Founding member of the company’s new media division. Clients included; Nike, Miller Brewing, and the University of Notre Dame. EDUCATION SCHOOL OF THE ART INSTITUTE OF CHICAGO, CHICAGO, IL PARTIAL BFA TECHNICAL SKILLS Photoshop, Illustrator, Premiere, and Adobe CC fluent. Unity, C#, JIRA configuration, GitHub proficient. Film and video production. Reasonably good drone pilot. PAGE 2 .

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