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Ellen-Rose Maglangque Smith

Senior Producer at Kibeam Learning

Based in Los Angeles, United States

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Seniority

Manager

Department

Operations

Location

Los Angeles

Industry

E-Learning Providers

Company size

44

Contact information

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Email

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e•••••••@kibeam.com

Phone

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Background

About Ellen-Rose Maglangque Smith

Senior Producer at Scopely with 20+ years experience in mobile game development. A veteran of project management launching world class titles. Built and iterated on development processes to achieve project milestones. Expertise in efficiently meeting commitments on-time without compromising on quality. Drove product goals to fruition and increased acquisition, engagement, or monetization. Anticipated and mitigated roadblocks while communicating upward and shared best practices across studios. In August 2003, I started my career in QA at JAMDAT Mobile. I gained knowledge of game development, test cycles and procedure, and finding efficiency in testing. With hard work and dedication, I quickly moved up from a tester, to lead, and then a QA manager. In July 2004, I made the transition from QA to the production side as a Project Manager tracking development and consistently meeting commitments. JAMDAT was then acquired by EA Mobile in February 2006. During which time, I further honed my skills to the Development Manager role. In November 2010, I relocated to EA UK offices where I spent the next three years building stronger relationships with publishing, developers, and external partners leading a team as Development Director to service WW Embeds and Catalog development. I returned to the EALA office in November 2013 where I continued to lead WW Embeds and Catalog. In 2016, I joined Scopely as a Live Ops producer for The Walking Dead: RTS. I worked with the internal product and live ops teams and the external developer to streamline the development process and communication. After a couple years of live operations, I transitioned to the pre-production roadmap of Scrabble GO and building features from the ground up. After the launch of Scrabble GO, the opportunity rose to work on a pre-release title in early concept development. For the past 4 years, I worked on the $2B revenue grossing Monopoly GO title from concept to post launch maintenance.

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