Randel B. Reiss
ADVANCED PRODUCT DEVELOPMENT
25+ Years of Successful Internal and External Game Development
Strong Technical, Design and Production Expertise in Console, PC and Online Gaming
Results-oriented professional who has consistently delivered projects on time & on budget. Built excellent network of US and international developers. Willing and able to travel extensively. Expertise includes:
§ Managed Internal and External Teams
§ Accurate Project Scheduling and Budgeting
§ Senior-Level Technical Expertise
§ Complex Project Management
§ Business Development and Product Acquisition
§ Business Plan Development
§ P&L and Budget Management
§ Team Recruitment and Management
Professional Experience and Achievements
Designed large-team production pipe-line, process and procedures for state-of-the-art MMOs.
§ Created a comprehensive production, tracking and reporting methodology for all engineering.
§ Designed and implemented a modern large-scale, large team, MMO production pipeline and design process; collaborating all facets of the company.
§ Developed a complete business plan for a micro-transaction based MMO portal service.
INDEPENDENT CONSULTING 2002 – 2007
Provided strategic guidance and tactical assistance to major video game publishers on a wide range of issues.
§ CEO, Board Director, and co-owner of the first indie MMORPG company, Prairie Games. 50,000 registered users on Minions of Mirth for PC and Macintosh.
§ Finalized 4 SKUs of Backyard Wrestling 2, 2 regions of PS2 and 2 regions of Xbox, as Senior Producer for Eidos Interactive. Required heavy travel.
§ Launched www.GameLaw.ORG, the first and only live, centralized, portal of legal and business issues affecting the interactive entertainment software game industry.
§ Represented 3DO as an expert witness in lawsuit brought by former developer. Wrote extensive expert witness declaration in support of 3DO. Plaintiff agreed to a deal within two weeks.
§ Conducted due diligence on the developers for EA. Pulled together small team and traveled to studio to study technology, processes and staffing.
§ Resolved networking issues for EA on Battlefield 1942. Led team of engineers to develop patch which resolved the issues and helped the game become a trendsetter in online networking.
EVIL TWIN STUDIOS/DOPPELGANGER, San Francisco, California 2004, 1 Year
Vice President Product Development
Original founding partner in startup focusing on 3D social environment for online teens.
§ Launched online, closed-Beta milestone, to support up to 300 simultaneous users, system designed for up to 11 million users, with behavioral metric tracking.
§ Managed partner relations with major beverage, music and clothing conglomerates.
§ Recruited development staff of 12 and managed pre-product through Alpha development.
§ Closed Series A funding with Draper Fisher and Venture Strategy Partners.
Production Manager/Studio Director, Online Studios
Initially recruited on a contract basis to develop online strategy for Playstation 2. Subsequently hired full-time and charged with the design, technology, development and marketing of SCEA Online Service for Playstation 2. Recruited, trained and managed an expert team of 20 professionals whose diverse backgrounds and technical expertise resulted in success.
§ Sourced and recruited three external development teams, and managed a total of six external developers.
§ Built relationships with high profile business partners such as AOL, Real Networks, MacroMedia, Cisco, Earthlink, Netscape, and AT&T.
§ Built technology which allowed PlayStation users to go online using any ISP, which provided Sony with a competitive advantage as the Dreamcast worked with only one.
§ Designed user-friendly interface so that customers had only to answer a few simple questions in order to set-up their system for online game play.
§ Assumed responsibility for troubled studio which was working on two products, including a MMOG. Evaluated current projects and made the decision to terminate the online game for financial reasons.
§ Established model for break-even analysis for online games which is now used throughout Sony.
Founded and managed this independent game and software developer which grew to 40-person studio with annual revenues of $2 million within five years. Also managed external projects and contarctors.
§ Saved Sega’s Marvel license by developing product which sold to over 2/3 of Sega Genesis console owners. Marvel had been intending to pull the license but changed their minds after this success.
§ Designed and developed action/arcade titles Zero Tolerance and Beyond Zero Tolerance for Accolade.
§ Signed lucrative development deal with Trimark pictures to create 7- book series with heavy animation and celebrity voice-over to compete with Broderbund’s Living Books.
§ Performed due diligence for Sony Interactive. Conducted formal on-site review and evaluation of independent developers to assess long term development capabilities.
§ Designed state-of the-art development facility which included high resolution digital video and still production facility, custom blue-screen studio and digital sound studio.
§ Developed software for the Mac, including ‘MacSleuth’ and ‘MovieWorks.
Entertainment Software, Inc.,
Director, Product Development
Led software and peripheral
product development and market strategy for 3DO, MSDOS, Super NES, Sega
Genesis, CD-ROM, Macintosh, Game Gear, and Gameboy. Managed
team of 14 as well as off-site contractors and four external development
studios – two of which were in
§ Developed business plan; negotiated contracts; performed product cost analysis and budgeting; scheduled projects; traveled heavily and built strong relationships with Nintendo and Sega.
Project Leader, Farallon Computing, Inc., 1989 – 1990
Software Engineer, Electronic Arts 1985 – 1987
Project Manager, Sinclair Research Ltd 1981