Sam Beirne

Sam Beirne

  • Guild Wars 2: Path of Fire
  • Guild Wars 2: Heart of Thorns
  • Guild Wars 2
  • Guild Wars: Eye of the North
  • Pirates of the Caribbean: At World's End (Nintendo DS)
  • Pirates of the Caribbean: Dead Man's Chest (Nintendo DS)
  • Lego Star Wars: The Video Game (Game Boy Advance)
  • Robots (Game Boy Advance, Nintendo DS)
  • James Bond 007: Everything or Nothing (Game Boy Advance)
Unity

Unity Technologies, Bellevue, WA

Technical Product Manager (September 2019 - September 2020)

  • Managed the product strategy for Unity's multiplayer game services by identifying user's jobs to be done, translating user needs into technical requirements, and prioritizing work based on business impact
  • Launched a pilot program for Unity’s matchmaking, a cloud native backend-as-a-service
  • Maintained relationships with 10 reference customers working on 14 in development and live projects
  • Interviewed current and prospective customers to discover and evaluate future business opportunities
ArenaNet

ArenaNet, Bellevue, WA

Project Manager, Senior Game Designer (May 2007 - March 2019)

  • Led cross-functional teams to build tools and features from concept to ship including internal toolsets, artificial intelligence, procedural open world encounters, and cooperative story missions
  • Identified internal needs, built product roadmaps, and organized the engineering backlog for a proprietary content editor and version control system
  • Managed the Guild Wars 2 “Personal Story” team, which shipped more than 300 missions at launch and developed tools that supported ArenaNet’s ongoing “Living World” (LiveOps)
  • Implemented gameplay on 4 titles in the award winning and multimillion selling Guild Wars franchise
Griptonite Games

Griptonite Games, Kirkland, WA

Game Designer (June 2004 - May 2007)

  • Compiled pitch documents that secured publisher funding for 2 Nintendo DS projects
  • Directly managed up to 4 designers; maintained schedule, reviewed quality of work, and coordinated with publishers to define milestone requirements
  • Designed and built gameplay for 4 Game Boy Advance and Nintendo DS titles
The Software Revolution

The Software Revolution, Kirkland, WA

Associate Software Engineer (October 2003 - June 2004)

  • Expanded TSRI's code modernization capabilities by authoring a Java library to support modernized Fortran intrinsic functions
  • Improved code documentation tools with interactive flowcharts using JavaScript and SVG