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Cory Ondrejka
San Francisco, CA
 
cory dot ondrejka at gmail dot com
 
17 years building teams and companies to innovate, invent, create, and solve the impossible
EMI Music June 2008–present 
Executive Vice President, Global Digital Marketing April 2009–present 
 
Worked directly with CEO, Marketing President, and executive committee to demonstratedigital marketing capabilities across EMI
 
Driving development of technology and expertise around customer insight and analytics
 
Responsible for testing and experimentation with new products and business models
 
Collaborated with marketing team craft EMI digital marketing best practices
Senior Vice President, Global Digital Strategy June 2008–March 2009
 
Worked directly with CEO, Digital President, and executive committee to craft and driveimplementation of digital strategy underlying EMI Music's transformation
 
Drove cultural transformation around transparency, experimentation, analytics, and testing
 
Hired senior engineering leaders to build new core technology team to support and implement digital strategy
 
Collaborated with business development team to identify and analyze potential partners andmusic distribution deals
 
Coordinated current EMI efforts around digital content ingestion, processing, and distribution
 
Internal and external evangelism and education
 Annenberg School for Communication January 2008–present University of Southern California
Visiting Professor January 2008–May 2008
 
Co‐taught “CMGT 534: Introduction to Online Communities” in Charles Annenberg WeingartenProgram on Online Communities
 
Helped to define curriculum, arrange guest lecturers, and lectured
 
Delivered series of 7 lectures to Annenberg faculty on virtual worlds, innovation, andcollaboration
Fellow June 2008–present 
 
Supporting MacArthur Foundation grant‐driven research for Network Culture Project 
 
Consulting resource for Network Culture Project staff and students
Catamount Ventures January 2008–May 2008
Entrepreneur in Residence
 
 
Reviewed potential investments and conducted technical due diligence
 
Brought potential investments to Catamount partners
 
Assisted Catamount partners on portfolio projects as needed
Independent Consultant January 2008–May 2008
 
Consulted on various cutting edge technology and education projects, including analysis,strategic planning, and due diligence work on game, virtual world, and other technologyendeavors with industry, academic, investor, and government clients
 
Frequent keynote speaker on virtual worlds, education, and innovation
Linden Lab December 2000–December 2007
Chief Technology Officer March 2006–December 2007 
 
 
Cory Ondrejka
2 of 6
 
Worked alongside CEO in all aspects of Second Life (SL) and Linden Lab development 
 
Drove the strategic direction of SL, including critical Open Source and standards decisions
 
Expanded development team to 120+, in addition to coding, design, and corporateresponsibilities
 
Championed and led projects to Open Source the SL client and to acquire Windwardmark Interactive
 
Designed and implemented innovative distributed structure to allow Linden Lab’s culture tosurvive continuous growth
 
Drove entrepreneurial culture with nearly zero development turnover
 
Primary technical evangelist for Linden Lab, with particular focus on education, research, andgovernment thought leaders
 
Responsible for hiring majority of technical staff 
 
Primary manager of strategic relationships with IBM, Intel, and other corporate partners
 
Built relationships with Singaporean government and educators, including Singaporegovernment sponsored training program that allowed Linden to open a Singaporean office
Vice President of Product Development January 2003–February 2006
 
Responsible for continued design, development, and releases of SL
 
Initiated and led changes to allow residents to retain intellectual property rights on theircreations, including design, coding, and legal projects
 
Created awareness of SL through technical and design white papers, conferences, andinterviews
 
Built relationships with research, education and technology partners, including MacArthurFoundation, PARC, IBM, Havok, Intel, NVIDIA, ATI, Apple, O’Reilly, MIT, Stanford, Berkeley,Harvard, Yale, USC, UW Madison, and New York Law School
 
Prepared and delivered investor presentations with CEO during four rounds of financing,including rounds led by Benchmark Capital and Globespan Capital
Director of Engineering December 2000–December 2002
 
Co‐creator of SL
 
Built development team that created the foundation of SL
 
Responsible for all aspects of SL software architecture and design
 
Wrote initial code base, core libraries, scripting language, messaging and network subsystems,compound object code, interest list management, terrain compression and streamingtechnology, map generation, Havok integration, and dwell detection
 
Co‐designer of object and avatar editing systems
Institute for Defense Analyses February 2005–February 2006
 Advisor 
 
 
Invited to advise the Defense Modeling and Simulation Office on the Department of DefenseMaster Plan for modeling, simulation, and gaming
 
Worked with industry leaders from DARPA, Rand Corporation, Georgia Tech, DoD, and others todetermine strategies and methods for incorporating modeling, simulation, and gaming into DoD
 
Provided expertise about the capabilities of collaborative spaces and their potential impact onthe military
Pacific Coast Power and Light March 1998–November 2000
Principal Software Engineer 
 
 
Cory Ondrejka
3 of 6
 
Managed 2 programmers and 12 artists as Banishers project lead, built tech demo, andpresented to THQ senior management. Leveraged technology to build proof of concept for
WWE Crush Hour 
 
 
Managed 5 developers as Playstation 2 R&D lead, wrote initial PS2 libraries/VU code, evaluatedand integrated RenderWare middleware into existing codebase
 
As
Road Rash 64
project lead, managed 2 developers and 5 artists, oversaw all aspects of development, designed game, and shipped on time and under budget. Wrote graphics engine,optimized Nintendo graphics pipeline to double polygon performance, terrain and texturestreaming, animation compression and streaming, animation, character and terrain tool chains,and UI code
 Acclaim Coin-Operated Entertainment March 1998–November 2000
Lead Programmer 
 
 
Co‐designer of 
Magic: the Gathering: Armageddon
 
 
Worked on all aspects of 
Magic: the Gathering: Armageddon
development as senior staff member
 
Managed 5 programmers, wrote graphics engine, animation engine and tools, particle and FXsystem, creature behavior and flocking code, collision, and Glide texture management andcaching in 3Dfx
Lockheed Sanders April 1994–February 1995
Software Engineer 
 
 
Held Top Secret/SCI as programmer on Combat DF/ADAS, VAX/Pascal and UNIX/C
 
Wrote specifications and conducted operational testing with US Navy
United States Navy July 1988–March 1994
Naval Officer 
 
 
Held Top Secret/SCI clearance at National Security Agency
 
Nuclear Power School graduate, submarine warfare and back seat qualified for Naval aviation
Technical Skills
 
Ruby, Perl, C/C++ in game, real‐time, and web applications
 
SQL queries when needed for data analysis
 
Haskell and Python in an emergency —“it’s on fire!” — break‐out‐the‐manual sort of way
 
Developing web, communication, and media processing applications on Amazon Web Services
 
Previously developed cross platform, networked, OpenGL applications on Windows, Mac OS X,and Debian Linux
 
Created and maintained code with MS Dev Studio, XCode, vi, emacs, g++/gcc, make, git, CVS, andSubversion
 
Built web applications, massively multiplayer, fighting, and racing titles on PC, arcade, andconsole hardware with over 18 million total users
Boston University
Homeopathic quantity of graduate work towards MS Computer Science, 3 credits, 4.0 GPA
Naval Nuclear Power School
Hand picked for program by Naval Sea Systems CommandGraduate level work in nuclear physics, fluid dynamics, and materials science
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