Oksana Kubushyna

Oksana Kubushyna

Lead Development Manager, League of Legends (Riot Games)

Supervisor Development Manager / 20 yrs

Los Angeles, CA

Hire Me
Please note that I will not accept invites from people I don't know, especially if the invite does not contain any addition detail on why you want to connect to me. I am trying to limit my LinkedIn network to people I have interacted directly with through the course of my career. Thank you for understanding.

-------
Experienced leader in AAA game development space. Team building, scheduling, performance management/hiring/firing, development processes and life-cycles, publisher-developer relations, project management / management and execution against project plans and delivery commitments, team morale, customer relationship skills, executive-level proposals for new projects, AAA game production, agile methodologies.

Projects:
- League of Legends
- Blunderbuss
- Victory
- "End of Nations" MMO RTS (publisher Trion Worlds)
- "Mytheon"
- "Universe at War: Earth Assault" (PC, Xbox360)
- "Star Wars: Empire at War - Forces of Corruption"
- "Star Wars: Empire at War"

Additional Projects:
- https://www.awesomelycute.com/
- https://www.drollnation.com/
- https:///www.liveignite.com

Telos: Find and help fix the most meaningful and impactful problems by creating harmonious systems because I believe it gives us the best chance of achieving our higher purpose.
Work History
  • Lead Development Manager

    Riot Games

    April 2014 - Present

    Role: Development Manager - League of Legends (Feb 2015 - current)
    - Delivery lead of the entire product, partnered with Product Manager and Discipline Leads
    - Focus on development efficiency
    - Promoted use of automated testing system
    - Rolled out live services/features catalog to improve live support, create visibility on quality of live services and expose and measure emergent maintenance work done by teams

    Role: Product Manager - Service Availability (October 2014-Feb 2015)
    - General management of team of teams (~90 people, ~10 teams)
    - In charge of budgets and financial forecasts for back-end services and operations
    - In charge of staffing, performance management, timelines and delivery of products and services
    - Introduced organizational changes based on work flow and effectiveness analysis
    - Pivoted the roadmap to target higher value/lower cost deliverables

    Role: Development Manager - Service Availability (April 2014 - October 2014)
    - Delivery and process lead on team of teams (~90 people, ~10 teams)
    - Introduced a cross-team milestone process (dependency management, multiple product eco-system MVP)
    - Team and project chartering, agile rituals, team and cross-team work systems
    - KPI reporting

    As a discipline leader:
    - Introduced internal Development Management RFC process (documentation, feedback, consensus and alignment building tool for organizational processes and best practices)
    - Developed a consistent and reliable hiring process for the discipline

  • Executive Producer

    Petroglyph Games

    November 2012 - April 2013

    Within two months our small dedicated team developed a fully functional multi-player demo for Victory - complete with installer, patcher, client security, stable server back-end, beautified UI and fun tactical gameplay. Even though the game failed to secure funding at the time, I am incredibly proud of my team and what we were able to accomplish in such short period of time.

    My responsibilities included:
    - Oversight of all aspects of the Demo development
    - Publisher and investor pitches
    - Kickstarter campaign for Victory, including PR campaign
    -- Check out Victory poster on the big screen in Times Square, New York! https://videostorage.prnewswire.com/storage2/photos/VICTORY-ON-KICKSTARTER.jpg

  • Technical Director

    Petroglyph Games

    September 2011 - April 2013

    Tech director on "End of Nations" - a Massively Multiplayer Online Real-time Strategy (MMORTS) game that combines the action and strategy of the RTS genre with the massive persistent world, character progression, and individual achievement of a traditional MMO.

    Responsibilities include:

    - Input on architecture for all gameplay systems
    - Implementation of a number of gameplay systems (e.g. unit behaviors, aggro)
    - Overseeing conversion of legacy technologies to new paradigms (e.g. server authority, XML to DB, persistence-authoritative operations, LUA-based GUI)
    - Creating and/or advocating new intra- and cross-department processes necessary due to the increased project scope (e.g. multiple Perforce branches, documentation process, feature request/delivery process)
    - Defining technical milestones, creating schedules, managing tasks and priorities for the team of about 20 engineers; working with other departments to meet project goals.

  • Lead Engineer

    Petroglyph Games

    February 2009 - August 2012
  • Gameplay Lead Programmer

    Petroglyph Games

    June 2008 - February 2009

    Worked as a lead engineer on a small strike team to create a gameplay prototype for a “first of its kind” MMORTS game using Petroglyph’s pre-existing proprietary peer-to-peer engine. Based on the prototype the company went on to sign a contract for the “End of Nation” MMORTS title currently in development.

  • Game Programmer

    Petroglyph Games

    2004 - June 2008

    Gameplay systems architecture, graphics primitives, tools using VS C/C++, LUA, and XML on PC and XBox platforms.

  • Research Associate

    University of Nevada-Las Vegas

    2002 - 2004

    Project lead for NASA Virtual Glovebox Project at UNLV Computer Graphics and Image Processing Laboratory (CGIPL).