Mark Galvin

Mark Galvin

Supervisor Senior Development Director / Supervisor Senior Producer / 24 yrs

Austin TX

Hire Me

Visual Effects Executive Producer

The Mask (2017)

Line Producer

Jimmy Neutron: Boy Genius (2002)

Consultant, Line Producer

“JIMMY NEUTRON: BOY GENIUS” (2002)

Visual Effects Executive Producer

The Shrunken City (1998)

Executive Producer

The Arrival (1996)

Visual Effects Executive Producer

Primal Fear (1996)

Visual Effects Executive Producer

Dracula: Dead and Loving It (1995)

Digital Imagery Senior Producer

The Swan Princess (1994)

Visual Effects Executive Producer

The Crow (1994)

VFX Executive Producer

THE THREE MUSKETEERS (1993)

Work History
  • Senior Producer

    Trip Wire Interactive

    July 2020 - Present

    I am producing Tripwires next gen console game as well as opversee the current release of Killing Floor II, while supervising the Engineering teams for Platform support and TW Back End Services

  • Studio Development Director, PM

    QC Games Inc

    November 2017 - May 2019
    Austin TX

    Supervised all production staff and leads in the studio development of BREACH for PC

  • Studio Developmnet Director

    QC Games Inc

    November 2017 - May 2019
    Austin. TX

    Direct and supervise all personnel, resources and development for 60-person startup. Own and drive production development: internal and external developers in programming, design, asset creation, tools, QA and IT support. Responsible for budget, schedule, deliverables, contract management, communications and stakeholder approvals; managing international development support and cross team communications delivering original software and IP for PC and console games.
    (Agile, Waterfall, SCRUM, Lean Start Up, SDLC, Perforce, Confluence, Trello, Jira)
    ● Redefine milestones and deliverable goals, transitioning development and iteration cycles creating clarity of tasks, establishing ownership and integrity of schedules while bringing the product to on time release in Q3 2018
    ● Implement new communication and approvals processes to improve stakeholder visibility, developer clarity increasing throughput and reducing waste and direct costs by 22%
    ● Successfully direct development and reprioriti

  • Senior Producer

    IMVU

    March 2013 - October 2017
    Bay Area CA

    Manage teams and game productions for iOS devices being developed in the US, Sydney Australia, Manila Philippines and Leon France. Manage schedules and budgets, supervise personnel in the development and delivery of mobile game apps.

  • Senior Producer, Product Owner

    IMVU

    March 2013 - September 2017
    Redwood City. CA

    Managed portfolios, personnel and resources, supervising development of WebGL and mobile app product development and international production support for engineering, art and design activities in support of world-wide launch of various products across multiple platforms. Own budgets, schedules, deliverables, contract management, CPM, KPI’s, cross team communications and stakeholder approvals (Agile, SCRUM, Waterfall, Lean Start Up, Extreme Programming, SDLC, Trello, Jira, GitHub)
    ● Establish and manage new Games initiative and game development programs with external developers
    ● Supervise the creation and delivery of multiple releases of IMVU & WithMe Social on Web and Mobile Platforms
    ● Successfully establish, manage and grow new products for Web3D, VR, AR & Mobile apps & indie dev. games
    ● Create systems and processes to manage offshore content creation; improving quality of art assets, video production; creating integrity of schedules and budgets while increasing ROI of acquisit

  • EVP, Executive Producer

    Camelot Consulting

    2007 - January 2012
    Simi Valley CA, - Austin TX

    Manage portfolios, programs, partner, customer and vendor relations, new business development, supervising 6 program and project managers, subcontractors and international development teams with the objective of implementing scalable and globally accessible systems. Managed project budgets of $8 -$10 million each. (SDLC, Agile, Waterfall, , Six Sigma, ,JIRA)
    ● Supervise the transition of firm to digital technology systems and procedures; increase capacity and sales by 256% over 3 years
    ● Establish, staff and build off-shore Game Development Studio to deliver programming support and art assets
    ● Produce the development proprietary software, courseware and tools for UCLA the CDI and the Hitachi Corporation
    ● Redesign pipeline and render farm systems to support feature film production for Paramount, MTV and DNA studios

  • Executive Vice President

    Win Win Gaming

    July 2005 - December 2008
    Las Vegas, NV

    Manage the portfolio of products and programs, Business Development, Mergers and Acquisitions, divisional responsibility for software and app development worldwide, supervising international teams; full P & L, budgeting, schedules and resources for Win Win and 3 subsidiaries in the US, China and Korea. (Six Sigma, SDLC, Confluence, Waterfall, Agile, SCRUM)
    ● Supervise global programs and teams in the creation of new features and fulfillment of customer design requirements, Improving communication solutions across all channels for production and development companies.
    ● Manage implementation of tracking processes; created asset and programming pipeline standards, goals and milestone review metrics; establishing integrity of schedules, on-time delivery while reducing costs by 28%
    ● Design and administer processes for outsourcing asset creation and programming support from suppliers to improve quality of product, reliability of schedules, integrity of budgets and reduce direct costs on

  • Development Director

    Electronic Arts/Los Angeles

    2002 - July 2005
    Marina Del Rey, CA

    Supervise all production, department heads; artists, designers, engineers; owne schedules, budgets and out-sourcing of asset creation and programming support for console development (SDLC, Agile, Waterfall, Jira, RAID)
    ● Supervise 160 developers in the creation and delivery of “Medal Of Honor” with Multiplayer and Co-op, 7 languages
    ● Create and implement pre-viz, content creation and for authoring processes, creating integrity of schedule, reducing labor by 28%, increasing creative and design iterations while and game mechanic loops for all products
    ● Design and manage processes to improve the outsourcing of asset and programming support from 3rd party dev.’s

  • General Manager

    Digital Anvil

    September 1999 - January 2001
    Austin TX

    Manage all content creation and personnel; supervised producers and leads, production services and subcontract labor; role up P&L; own schedules, budgets, international outsourcing and product delivery. (SDLC, Waterfall, Agile, SCRUM)
    • Streamline production pipelines creating accountability, integrity of schedules and budgets while improving quality
    and creative iteration of in-game content for three products with on time and on budget delivery
    • Initiate and manage international outsourcing of asset creation, improving schedule and reducing budget overruns 18%
    ● Supervise internal development review process to minimize waste, maximize performance and improve on time delivery

  • Evecutive Producer

    Dream Quest Images

    1989 - September 1996
    Simi valley, CA

    Executive Producer, Feature Film and Television,
    Oversight of projects and operations, marketing, business development and acquisitions. Own divisional P&L supervise productions and staff, in feature film and television. Serve as producer, contract negotiator; client liaison and company spokesperson.
    ● Successfully manage production of 23 projects on time and on budget, generating 65% of sales for the division
    ● Design and create infrastructure, systems and processes to support growth of 3-person R&D team into a 79-person digital effects house in 9 months, expanded markets and increased assets by $2.6M on project budgets
    ● Develop and grow new revenue streams, generating 62 % of revenues for the parent company
    Head of Production
    Supervise staffing of crews; scheduled facility, stages and equipment operations; managed eight departments; served as bidder for feature films, coordinating all physical production for a 50,000 sq. ft. facility
    ● Develop and manage sy

  • Executive in Charge of Post-Production

    DIC Entertainment

    August 1985 - January 1988
    Encino, CA

    Manage production and operations, supervised department heads and 5 project managers, partnered with Directors and Producers; own budgets, schedules; supervising leads, personnel and productions in LA, Korea, Japan and Canada.
    ● Negotiate multi-million dollar international labor contracts reducing costs by more than 22% annually
    • Implement international production pipelines and systems establishing ownership, responsibilities, improved communications, est. integrity of schedules, improved product quality, reducing production costs by 1.2 million
    ● Create production processes reducing schedules 70%, costs 51%, establishing on time integrity of all deliverables

Education
  • California State University-Northridge

    1981 - 1985
  • Pierce College

    1978 - 1980