I enjoy being part of an organization in which I can express my passion for building platforms to advance technology and its usefulness. My goal is to leverage my extensive experience to develop a successful technology strategy through collaboration with leadership in key roles across the organization, work closely with leads within my team to develop a
I enjoy being part of an organization in which I can express my passion for building platforms to advance technology and its usefulness. My goal is to leverage my extensive experience to develop a successful technology strategy through collaboration with leadership in key roles across the organization, work closely with leads within my team to develop a roadmap for success, and see that our plan is effectively executed.
Chief Technology Officer @ At NarrativeWave we built beautifully simple software driven by machine learning, natural language, and expert knowledge. Within six months we created a distinct product gaining traction in the world's largest industrial organizations to capture and convey stories in the deluge of Big Data.
As CTO of this early stage growth company I was responsible for our product as well as the technology and team that make it possible. By combining validated learnings from industry partners with my experience in both enterprise and video game software development, I worked closely with the CEO to create and guide our product vision. From January 2015 to November 2015 (11 months) Technical Director @ Upon joining Buzztime I assumed the challenge of Identifying the right cross-platform framework for the creation of new entertainment products targeting iOS and Android. Upon selecting Unity, I oversaw the prototyping team responsible for validating the technology now used as the primary platform.
With the primary goal of helping this long established company to update their technology and development practices, my duties included participating in due diligence on technology acquisitions, identifying effective platform solutions, and managimg a team of eight developers in the implementation of mission-critical technology deployed on the company’s platform.
As my outgoing task for the company I defined the 2015 technology strategy for the company platforms used internally and externally in-venue (bars and restaurants), providing more flexibility in deployments and cost structures, reducing customer installs to as much as 20% of previous costs. From March 2014 to January 2015 (11 months) Architect @ Upon joining Zynga I immediately assumed the role of CTO for the popular social title Cafe World, overseeing the development processes of the engineering team and the continual operation of over 900 cloud-based servers. After managing the migration of the product overseas, I went on to be a key contributor to Zynga's cross-platform mobile efforts, providing technical leadership on the release of Bubble Safari mobile for iOS and Android and later working closely with central teams to improve the User Interface implementation of Zynga's Playscript platform. From July 2011 to January 2014 (2 years 7 months) Principal @ Through Trellios, I offered my expertise in the execution of online business ventures through consulting and web development. Working closely with clients across multiple industries, I provided consultation on strategy, program development, IT, and full scale technology implementation for start ups and established companies. From November 2006 to July 2011 (4 years 9 months) C.O.O./Co-Founder @ As co-founder, I wore many hats at Telltale. On a day-to-day basis my primary focus was the company’s internet, content delivery and e-commerce operations. Through these efforts I built Telltale’s operational and technology infrastructures enabling the company to generate $1.6M in revenue in it’s first eighteen months. As Chief Operating Officer, I selected and managed relationships with third-party service providers, distributors, and content providers, handled investor relation, managed Telltale’s corporate affairs and played a lead role in raising $1.4M in private investment. From April 2004 to October 2006 (2 years 7 months) Lead Software Engineer @ Evaluated and implemented commercial and open source third-party software solutions for market leader in digital magazine fulfillment. Defined market driven product specifications. Wrote functional specifications, UML-based designs and architectures, and user reference documentation for core application technologies. Provided leadership in the analysis, design, and implementation of mission critical server-side software solutions from product inception through v2.0. Defined build systems and development environment. From 2002 to 2004 (2 years) Manager of Technical Art @ As creator and manager of Technical Art Department, I improved and implemented workflow for projects at various stages of production; designed external, as well as internal, training structures; and managed 15 Technical Artists with diverse skills and ranging skill levels.
As Art Technical Director of the title Obi-wan, I developed automation systems within 3D Software packages; developed art paths, art creation procedures, and art tools in collaboration with the Lead Artist and Lead Programmer; pioneered the Technical Director position within organization; and supervised the training of 3D Technical Artists.
As Lead Technical Artist, on the title Grim Fandango, I solved technical difficulties in artwork integration through the design, development, and enhancement of procedures, in-house tools, and third-party tools as necessary; trained 3D Technical Artists in the use of third-party and in-house tools and procedures. From 1994 to 2000 (6 years)
Bachelor of Science, Aeronautical Science @ Embry-Riddle Aeronautical University From 1989 to 1993 Troy Molander is skilled in: Game Development, Video Games, Game Design, iOS, Mobile Applications, Android, Mobile Devices, iPhone, Mobile Games, iOS development, Start-ups, E-commerce, iOS Development, Management, Social Games
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