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                        <h1>TIM SCHWALK</h1>
                        <h2>Senior Producer / Development Director</h2>
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                        <blockquote>
                            <span>Client-facing producer and project manager with extensive experience taking high-level customer concepts from initial design to completion.  Proven leader with a history of guiding cross-functional teams through the entire software development lifecycle and delivering projects on-time and under cost despite challenging schedule and budget constraints.</span>
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                    <!-- <div class="ribbon2">Professional Experience<span>2002 - PRESENT</span></div> -->

					<div class="ribbon2">Cubic Global Defense<span>07/2016 - PRESENT</span></div>
					
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                        <h1>Senior Technical Producer Lead
                            <span>2016 - Present</span>
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                        Responsible for the day-to-day management, performance, and completion of large-scale game-based training projects involving extensive software engineering, art, design, and content development. Assure projects are completed within budget, schedule, and contract requirements.<br /><br />
                        <ul>
                        	<li>Manage, monitor, and approve all elements of assigned projects from inception to completion, including product design, procurement, production, testing, delivery, installation, and acceptance.</li>
                            <li>Review and approve technical approach, feasibility and cost estimates for projects and features.</li>
                            <li>Adapt agile methodologies to best work with fixed-price, fixed-scope contracts.</li>
    						<li>Supervise, mentor, and train less experienced technical producers, creating goal-oriented personal development plans through regularly scheduled one-on-one meetings.</li>
    						<li>Track performance related metrics for multi-functional teams, reporting status, projections, risks, and opportunities to stakeholders and upper management.</li>
							<li>Lead lesson content production, creating processes to help identify bottlenecks, diagnose inefficiencies, hit deadlines, and maintain quality.</li>
							<li>Responsible for planning and prioritizing work, ensuring sprints and schedules align with company, customer, and contractual needs.</li>
							
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					<div class="ribbon2">n-Space, Inc.<span>01/2002 - 07/2016</span></div>
					
					

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                        <h1>Design Director
                            <span>2014 - 2016</span>
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                        Managed development team responsible for overall project vision and minute-to-minute product experience. Coordinated with other team leads to ensure technical and artistic development remained in-line with product vision. Worked within licensor requirements to harmonize product's design within the larger brand portfolio.<br /><br />
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                        	<li>Supported publisher and licensor marketing plans by providing key project materials, participating in on-camera interviews to the media, contributing to social media campaigns, and evangelizing products at trade shows and conventions.</li>
                            <li>Established department processes and best practices including a process for streamlined design approvals that saved dozens of man/hours weekly.></li>
                            <li>Acted as Scrum Master for daily Sprint meetings, coaching the team and facilitating self-organization to boost development productivity.</li>
    						<li>Created and maintained risk management plan for product design, collaborating with other leads to assess risks and mitigate those evaluated as high-likelihood/high-impact.</li>
    						<li>Responsible for mentoring and developing team members through employee tailored acceleration plans and recurrent performance discussions and talent reviews.</li>
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                        <h1>Senior Producer / Game Director / Producer
                            <span>2007 - 2014</span>
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                        Producer and project manager for multiple console and handheld titles. Controlled resource assignment, budget, scheduling, and scope prioritization. Acted as primary point-of-contact for publishers, prioritizing and managing change requests. Ensured all subcontractor-developed  assets met quality technical standards and were delivered within contractual schedule and budget.<br /><br />
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                        	<li>Managed vision, scope, and day-to-day responsibilities for multiple $2M+ dollar projects and 30+ person teams.</li>
    						<li>Acted as point-of-contact for publishers and external producers, prioritizing requests and managing development from project inception to final closeout.</li>
                            <li>Responsible for oversight of subcontractor teams. Oversaw scheduling and monitoring of audio and art content subcontractors, including casting and directing of voice talent and final validation of all submitted assets.</li>
                            <li>Involved in hiring and training of new team members, working to align their interests with the goals of the company.</li>
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                        <h1>LEAD DESIGNER
                            <span>2005 - 2007</span>
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                        Led team of game and level designers creating macro- and micro-level gameplay experiences.<br /><br />
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                        	<li>Coordinated international development efforts with publisher, development, and subcontractor teams speaking three languages across four time zones. Worked through translators to ensure publisher's schedule and quality expectations were achieved.</li>
    						<li>Created web-based tool to efficiently manage and track all Lua scripting functions and parameters, boosting level designer productivity and allowing 10% more content to be created and integrated within fixed schedule and budget constraints.</li>
    						<li>Developed an efficient scripting workflow, including the adoption of commercial off-the-shelf (COTS) technology that lowered training and development costs by 25%.</li>
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                        <h1>LEAD PROGRAMMER / SCRIPTING LEAD
                            <span>2003 - 2005</span>
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                        Led team of scripters in defining, implementing, and integrating core gameplay content.<br /><br />
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                        	<li>Led the development of several new scripting language features, reducing iteration time and allowing the team to deliver up to 20% more content within fixed schedule constraints.</li>
    						<li>Established and led scripting team, including hiring and training of team members.</li>
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                        <h1>PROGRAMMER
                            <span>2002 - 2003</span>
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                        Implemented core mechanics and features as defined by project specifications.<br /><br />
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                        	<li>Responsible for all engineering features in delivering complete standalone mini-games.</li>
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                    <div class="ribbon2">Patents and Projects</div>

                    <div class="item_tittle"><h1>US Patents</h1></div>

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                        U.S. Patents 7,905,779 and 8,672,753 - Patents covering the unique alteration of a player's experience of a video game world based on the current character. For example, a game may alter the player's visual and aural perception when he or she is controlling a dog or mouse from a first-person perspective.
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					<div class="item_tittle"><h1>Interactive Courseware</h1></div>
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                        Immersive Virtual Ship Environment (IVSE) training for the Readiness Control Officer (2017, PC), and Combat Systems (2019, PC)
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                    <div class="item_tittle"><h1>Games and Projects</h1></div>

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                        	<li>Alone in the Dark: Illumination (2016 Update, PC)</li>
							<li>Dungeons and Dragons Sword Coast Legends (2015, PC, Xbox One, PS4)</li>
    						<li>Unannounced Action Game (2013, Xbox 360)</li>
    						<li>Skylanders Swap Force (2013, 3DS)</li>
    						<li>Skylanders Giants (2012, 3DS)</li>
                            <li>Heroes of Ruin (2012, 3DS)</li>
                            <li>Golf Cart Ranger (2010, iOS)</li>
                            <li>Tron: Evolution - Battle Grids (2010, Wii)</li>
                            <li>Marvel Ultimate Alliance 2 (2009, Wii, PS2)</li>
                            <li>Unannounced Action/Spy Game (2008, Wii)</li>
                            <li>Winter (2006, Wii)</li>
                            <li>Geist (2005, GC)</li>
                            <li>Dexter's Laboratory (2003, PS2, GC)</li>
                            <li>Mary Kate and Ashley: Sweet 16 (2002, PS2, GC)</li>
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                    <div class="ribbon2">Additional Experience</div>
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    					<ul>
                        	<li>Selected by Cubic’s Executive Management Committee to participate in the High Potential Program for demonstrating a high level of contribution, performance, leadership, and the ability to achieve more.  Less than 1% of the employee base is selected to participate.</li>
							<li>Created MasterCritic.com and produced weekly movie-themed podcasts for over a year.</li>
                            <li>Directed horror short film "Deadly Upgrade" that was featured on NBC Universal's ChillerTV Dare to Direct Special.</li>
                            <li>Have significant cross-cultural experience, including international travel and frequent phone/video conferences, from working with multinational publishers such as Japan-based Nintendo Corporation, Ltd.</li>
                            <li>Completed formal media training and am comfortable representing project and company to the public.</li>
                            <li>Proficient in C, C++, Lua, PHP, SQL, HTML, CSS, C#, .NET, Subversion, Perforce, Microsoft Project, Jira, Confluence, Agile/Scrum, Waterfall, Unity 5, Unreal Engine 3, Unreal Engine 4, Sound Forge, Vegas, Microsoft Office.</li>
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