Gerald Magnusson

I’ve been a Project Manager for technology projects since 2000. In addition to shipping a dozen AAA console titles for companies such as Electronic Arts and Disney I’ve also managed over a dozen complex software and business transformation projects primarily in the video game industry which is very fast paced, has immovable deadlines and can be admittedly immature when it comes to processes. My track record is of delivering on time and on budget while never losing sight of team capacity and product quality. During my 6.5 years at Electronic Arts, my teams never had to extend a deadline or cut main features and this is because of the effort I put into planning and resource allocation. The processes I designed there also became best practices for many of my other clients.

I’m a Certified Scrum Master (CSM), and Certified Product Owner (CSPO) from Scrum Alliance, and I’m quite experienced with the Agile project management methodology.
At Demonware, a flagship Activision studio, I lead the whole company (three studios – Dublin, Vancouver, and Shanghai) through a conversion to Agile methodology.

I like to drive change – I’m experienced in leading business transformation with a focus on change management. I’m a strategic and analytical problem solver who can uncover process issues and optimize workflows to improve productivity and quality.

  • At Demonware I managed the Project Management Office. I owned the strategic vision for the PMO and the implementation of new processes and tools. Overall my goal was to design systems to improve the predictability of projects by establishing best practises and standardizing the toolset to enable product owners and executive team members more easily monitor and receive status reports. In addition, I introduced and drove the adoption of Agile development methodologies as a means of better meeting our core business needs – creation of features and support for backend networking.
  • At Demonware, I drove the standardization of the core business, the launch of online services for Call of Duty: Ghosts. The launch preparedness plan captured the critical Development and Live Operations tasks along with the communication plan and operational details which included engineering roles and responsibilities, issue escalation protocols and technical documentation. The result was a launch process that was much more predictable and transparent for internal, external stakeholders and Activision leadership.

Style-wise, I consider myself to be a candid and accessible manager with a quick ability to establish credibility, trust and a productive rapport amongst a wide diversity of stakeholders. I enjoy, and have lots of experience with mentoring and managing staff. As the PMO Manager at Demonware I managed a team of 15 PM’s and was responsible for building and evolving the team – managing the PMO budget, identifying resourcing needs, providing challenges and developmental opportunities to ensure that all employees reach their potential.

I’m proud of my integrity and work ethic. I enjoy being the maven of information to help team progress and I value clear communications to help build strong working relationships.

My education includes a degree in Political Science from the University of British Columbia, Multi-media studies, personal productivity and leadership development courses. Currently I’m working towards a Certificate in Strategic Leadership from the University of British Columbia’s Sauder School of Business.