Clint Worley

Clint Worley

Senior Producer- Sony Online Entertainment

Greater San Diego Area

Current
Past
Connections
266 connections
Industry
Computer Games
Websites

Clint Worley’s Summary

I have worked at Sony for 12 years, over that time I managed, designed and developed multiple titles on the PC, PS2 and PSP platforms. I am now working on the EverQuest franchise focusing on the Live content and development of future expansions.

My goal here at Sony Online Entertainment is:

Developing opportunities for present and future game development.
Create focused games that ultimately end with a great product that everyone is proud of.
Offer creative solutions to the ever changing marketplace which result in profitable gains.

Clint Worley’s Specialties:

12- years experience managing development teams. Creation of new teams and assembling external resources such as music, VO and marketing materials.
4 PC titles, 3 PS2 tiles and 1 PSP title.
Ability to motivate and drive towards completion on extremely tight schedules.
Product Submission procedures- SCEA/ SCEE
Project troubleshooting
Project Scheduling and Milestone Management
Gameplay tuning and balancing
Budget management


Clint Worley’s Experience

  • Senior Producer- EverQuest

    Sony Online Entertainment

    (Public Company; 501-1000 employees; Computer Games industry)

    December 2006Present (2 years 8 months)

    Responsible for wrapping up the latest Expansion pack for EQ.
    Team of 40 people with a sizeable amount of outsourcing required.
    Breathe life back into the EverQuest franchise by grassroots marketing and re-evaluating the company’s direction with the project.
    Focus has been on new marketing initiatives, getting the internal team more involved with the community, reducing the scope of the project and focusing on quality over content. Reviewing new game features and making sure that they are marketable and appeal to the majority of players.
    Changing the traditional project management on the project and shifting to focus on offering free content along with expansion content within the same development cycle.

  • Producer- 3rd Party Relations- PS3

    Sony Online Entertainment

    (Public Company; 501-1000 employees; Computer Games industry)

    May 2006December 2006 (8 months)

    Producer on external title Gripshift for the Playstation 3.
    Responsibilities included- project management, managing SCEA contacts and troubleshooting PS3 marketplace issues, focusing development team on overall scope within project deadline.
    One of the first titles available on the digital download marketplace.
    Currently ranking in the top 10 of all available downloads on the PS3 marketplace

    Extensive business development work to diversify the online presence of SOE on the PS3 network platform. Worked directly on business deals for Midway suite of games (Mortal Kombat 2, Championship Sprint, Gauntlet 2, Rampage World Tour Edition, Joust and Rampart).

    Project panning and management work on multiple unannounced titles for the PS3 network platform.

  • Producer- Field Commander- PSP

    Sony Online Entertainment

    (Public Company; 501-1000 employees; Computer Games industry)

    January 2005April 2006 (1 year 4 months)

    Internal team of 20 developers. Created an answer to Advance Wars on the PSP. Worked with SCEA to create pioneer concepts like Transmission Mode (play by email) for the title.
    Worked with our Platform team to host stat tracking, map upload and downloading and map ranking features.
    Responsible for VO and music recording and direction.
    Field Commander recieved 5 out of 5 in Official Playstation Magazine.
    Field Commander recieved Strategy Game of the Year 2006 from IGN.com

  • Producer- Champions Return to Arms- PS2

    Sony Online Entertainment

    (Public Company; 501-1000 employees; Computer Games industry)

    January 2004January 2005 (1 year 1 month)

    Created, tracked and checked all development milestones.
    Managed budget including all contracted services which included, music and VO.
    Traveled to developer bi-weekly and managed on-site employees to ensure a great product.

  • Project Manager- Action Combat title- PC

    Sony Online Entertainment

    (Public Company; 501-1000 employees; Computer Games industry)

    November 2003March 2004 (5 months)

    SOE wanted to explore the realm of action combat on the PC/ PS2 with this title.
    The setting was Ancient Rome and the idea was large scale hand to hand combat with persistent characters.
    Prototype was assembled and went through the normal pitch process. The project was cancelled due to focus group feedback.

  • Producer- EverQuest Online Adventures Underfoot Expansion- PS2

    Sony Online Entertainment

    (Public Company; 501-1000 employees; Computer Games industry)

    January 2003November 2003 (11 months)

    Started development on the 2nd expansion for EverQuest Online Adventures for the PS2.
    90% complete and product was moving into the test cycle.
    It expanded on the existing world by 30%.
    Poor product sales fromt he original title lead to the cancellation of this product.

  • Project Manager- EverQuest Online Adventures Frontiers- PS2

    Sony Online Entertainment

    (Public Company; 501-1000 employees; Computer Games industry)

    January 2002January 2003 (1 year 1 month)

    Produced development schedules for Programmers, Artists and Designers.
    Helped with the pitch of the product and idea that would set it apart from the initial title.
    Worked with an outside art house to bring a new take to the box cover artwork.
    Responsible for patches being tested and then being pushed live.
    No Hard Drive was required so this was all done with the memory card.

  • Producer- EverQuest Online Adventures International- PS2

    Sony Online Entertainment

    (Public Company; 501-1000 employees; Computer Games industry)

    January 2002November 2002 (11 months)

    I joined this project at the tail end of the US dev cycle. I took the International version and drove it to completion. This included daily conference calls with SCEE, managing translations and string changes for the US version.

  • Producer- Sovereign- PC

    Verant Interactive

    (Privately Held; 501-1000 employees; Computer Games industry)

    January 1998January 2002 (4 years 1 month)

    MMORTS concept was a challenge Verant wanted to conquer. Initial team of 20 people was established to get a proof of concept. After various pitch meetings, vision discussions and multiple Lead Designers the project was cancelled. A unified focus was not achieved.

  • Producer- Cyberstrike 2- PC

    Verant Interactive

    (Privately Held; 201-500 employees; Computer Games industry)

    January 1997January 1998 (1 year 1 month)

    Worked with external team (Simutronics). Responsibilities included budget management, milestone creation, tracking and reviews. Weekly trips to the developer to discuss progress.

  • Assistant Producer- Tanarus- PC

    SCEA/ Verant Interactive

    (Privately Held; 201-500 employees; Computer Games industry)

    January 1996January 1997 (1 year 1 month)

    Worked with internal team on development of one of the pioneer titles in multiplayer PC gaming. Team size of roughly 20 people. Most of the time was spent play testing and balancing the title. Requirement to support dozens of video cards which had to be coordinated and scheduled.


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