President, Heatwave Interactive, Inc
Austin, Texas Area
President, Heatwave Interactive, Inc
Austin, Texas Area
I co-founded Heatwave Interactive on the premise that interactive entertainment is more than a way for young men to combat boredom; games are an important medium that can challenge individuals on multiple levels and tell stories that matter. Stories about ourselves, and stories about people we may otherwise never have the opportunity to understand.
I believe that by providing an environment that fosters not only creativity, but also respect for the individual and the highest of expectations, we can create powerful experiences, and be an example for the rest of the industry.
Game design, management, production design, online and multiplayer games, massively multiplayer online games (MMOG), Virtual Worlds, game production, virtual world design, online business models, game publishing, project finance, entertainment contracts, business planning, consulting and team building.
(Privately Held; 11-50 employees; Computer Games industry)
February 2007 — Present (1 year 6 months)
Located in Austin, Texas, Heatwave Interactive is an entertainment software company whose mission is to create original, character-based games that unite the power of online gaming with the excitement of traditional video games.
In addition to original products, Heatwave consults with a select few in the online and virtual world space.
If you're a talented artist, designer or engineer, please feel free to get in touch at jobs@heatwaveinteractive.com!
(Privately Held; 201-500 employees; Computer Software industry)
December 2005 — January 2007 (1 year 2 months)
As Director, I was responsible for the overall Production of Codemaster's MMO projects.
In a one year period, I worked with a fantastic team to build the services and operations platform for multiple MMORPGs and casual games including, RF Online, Dungeons and Dragons Online, ArchLord and Lord of the Rings Online: Shadows of Angmar.
(Public Company; 5001-10,000 employees; ERTS; Computer Software industry)
April 2005 — December 2005 (9 months)
As Producer in the Online Studio I partnered with some of EA's top teams to deliver compelling online experiences on NextGen consoles.
Responsibilities:
- Help develop the strategic vision of the Online Studio
- P&L Performance
- Budget and Resource Planning
- Team Management
- Contract negotiation and management
- Online Business Development/Analysis
- MMOG/Asia analysis and planning
- Production of online features and business plans for several NextGen titles
(Public Company; 5001-10,000 employees; ERTS; Computer Software industry)
September 2002 — March 2005 (2 years 7 months)
Accomplishments
- Outperformed P&L targets all 3 years
- Shipped 2 expansions, Age of Shadows and Samurai Empire on time and budget
- Achieved record numbers in both Active and Paying subscribers
- Partnered with Marketing team to create new pre-sale promotion that is now EA standard
- Moved the UO service to a new billing platform
- Moved entire UO Dev team from Austin to Redwood Shores without service interruption
Awards:
- Team won 2 EA ACTION Awards (2003 & 2004)
- Runner-up for Origin MVP of the Year 2003
(Public Company; 501-1000 employees; Computer Software industry)
June 2000 — September 2002 (2 years 4 months)
Responsible for managing the systems design team and overseeing all aspects of game design systems (rules) for Star Wars Galaxies. EA recruited me away 9 months before Galaxies shipped.
(Public Company; 201-500 employees; ERTS; Computer Software industry)
September 1998 — May 2000 (1 year 9 months)
After a 2-year hiatus from the game industry I couldn't resist the opportunity to come work on a groundbreaking new game called "Ultima Online."
Accomplishments:
- After 9 months, promoted to Co-lead Designer
- Worked with Marketing to create new website strategy
- Shipped Ultima Online: Renaissance
- Promoted again and worked on unannounced project
(Privately Held; 11-50 employees; Computer Software industry)
August 1997 — August 1998 (1 year 1 month)
My Unix knowledge opened up an opportunity to work more independently as a networking consultant at the IBM/Motorola joint operation called "IBMOTO" in Austin Texas. I helped set up and operate a DCE/DFS networking environment for IBMOTO wafer design engineers.
(Privately Held; 51-200 employees; Computer Software industry)
November 1996 — June 1997 (8 months)
I worked in the IBM AIX Support group, specializing in graphics hardware and X-windows software support.
(Public Company; 51-200 employees; Computer Software industry)
October 1995 — October 1996 (1 year 1 month)
Tested the following games:
Cybermage: Darklight Awakening
Wing Commander IV: The Price of Freedom
Jane's Combat Simulations - AH-64D Longbow
Privateer 2: The Darkening
I also worked in Customer Service, where I did game tech support and trained new CS reps.
(Partnership; 1-10 employees; Computer Software industry)
September 1993 — December 1995 (2 years 4 months)
This was a start-up I co-founded with a brilliant fellow I met at the University of Texas. Self-funded, the company eventually dissolved, but not before we produced an alpha version of a game I designed called 'Hoverblades."
(Privately Held; 1-10 employees; Internet industry)
May 1994 — December 1995 (1 year 8 months)
The Internet Booksource was created as a marketing & promotional site for published authors. It provided custom websites for up to 30 authors.
1993 — 1994
Molecular Biology, Astronomy 1992 — 1994
IGDA, Certified AIX 4.2 Systems Administrator, Castoro Family