Matt Charles
Chief Product Officer @ Cooldown Games
About
Building great relationships @ Cooldown Games. Prior: Development-producer-turned-Publisher leveraging past dev experience to help build the most developer-friendly publishing group in the world. Passionate about clearing the path to help teams make great games. As a developer, managed small & large teams to guide the first three Borderlands games to overwhelmingly positive reception followed by an industry-leading DLC attach rate. Helped build various GaaS components for Quake Champions. Spends every minute trying to make developers + players happy with fun development cycles & great products. Specialties: Portfolio analysis & management, holistic product views, distilling creative intent, dependency chain analysis & risk assessment, live operations, and creating clear visualizations to communicate to a wide audience. Games: SiN Episodes, BiA: Hell's Highway, Borderlands + DLC, Aliens: Colonial Marines, Borderlands 2 + DLC & Live Ops, Borderlands: TPS, Quake Champions, DN3D: 20th, We Happy Few, Burnstar, P&T VR, Astroneer, Subnautica, Risk of Rain 2, Godfall, Tribes of Midgard, Eyes in the Dark, Homeworld Mobile, Homeworld 3, Relic Hunters Legend, Blanc, and multiple unannounced titles.
United States
Dallas-Fort Worth Metroplex
Computer Games
Production Planning, Product Management, Planning Budgeting & Forecasting, Business Strategy, Strategic Planning, Executive-level Communication, Project Portfolio Management, Project Management, Localization, C#, Level Design, Photoshop, JIRA, Video Games, Game Design, Quality Assurance, Unreal Engine 3, Game Development, Maya, PS3
Experience

SVP, Product Development
Gearbox Publishing
Clarify, organize, and weigh opportunities and risks for the business - and then drive the execution Create portfolio P&L visualizations to set targets and measure performance through a product cycle Spearhead & help establish a phase-gate framework containing core development & publishing milestone requirements across all organizational disciplines, including project greenlight procedures Shape the search & approval criteria for external projects and drive the bizdev & contract process Scale our teams & internal operations to handle all shapes of projects (premium, F2P, GaaS, PC/Console/Mobile/Streaming) Start & maintain great partner relationships Establish & perform portfolio management at various scales, including identification of enterprise-wide opportunities for OpEx & CapEx savings

VP, Product Development
Gearbox Publishing

Head Of Production
Gearbox Publishing

Senior Producer
Do whatever it takes to make Quake Champions a continued success, helping to drive strategic product-level decisions through implementation details. Identified business & creative opportunities, then drove the relevant design with the team to positively impact the projected P&L Directed the development team in response to emergent needs from strategic partnerships, customer feedback, and user research data to measurably improve the quality of the game Created clarity and transparency on multiple timeline tracks for the dev & and senior leadership teams Driven the development of the monetization strategy which has garnered positive press and customer feedback Developed a method to optimize global server costs, including a way to visualize global server coverage

Senior Producer
Gearbox Software
Current project: Unannounced title Responsibilities: Set the project up for success & find the fun! Previous project: Borderlands: The Pre-Sequel Responsibilities: Created and ran the 6-month landing plan through ship.

Producer
Borderlands 2 & Post-launch development Responsible for creating and managing the development processes for large, multi-year projects. Accountable for balancing time, money, and scope as best as humanly possible. Translated and compiled ground-level items to high-level reports to executive management. Glued things together and made stuff happen.

Associate Producer
Primary responsibilities included maintaining the schedules and ensuring that all team members have sufficient tasks. Managed localization, level design, and audio integration for Borderlands and 4 Borderlands Downloadable Content projects. Managed art and level design production for an unannounced AAA project, including optimizing art assets received from outsourcing for memory and performance. Wrote software to assist production, audio, and localization teams in daily tasks.

Editor Test Engineer
Created test maps for developers and QA to test existing and new systems and features. Wrote UnrealScript commandlets to help automate testing of in-game assets. Performed in-depth functional testing on all in-house variants of the UE3 Editor. Vetted art assets based on a set of functional criteria.

Tester
Ritual Entertainment

United States Soccer Federation Referee
Self-Employed Referee
Plano, TX
Served as a Referee and Assistant Referee for Allen and Plano Youth Soccer Associations from U-8 to U-18 age groups and adult women's league games. Key responsibilities were enforcing the laws of the game and having thick skin.
Matt Charles's Contact Information
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