Cory Ondrejka cory.ondrejka@fb.

com

Los Gatos, CA

Building teams and companies to innovate, invent, create, and solve the impossible Facebook November 2010-present Vice President, Engineering November 2013–present • Leading new product initiatives within Engagement product group Vice President, Mobile Product Group August 2012–November 2013 • Drove completion of Facebook’s mobile transition, fully federating development, product and responsibility while eliminating stand-along mobile team • Directly responsible to CEO for mobile engagement, revenue, and next generation products Director, Mobile Engineering August 2011– August 2012 • Drove retooling of Facebook mobile engineering and product development • Rebuilt world’s most popular iOS and Android apps, dramatically increasing capabilities, user-satisfaction and engagement Director, Engineering November 2010– August 2011 • Rebuilt game platform team while updating technology stack and launching new features • Wrote HTML5 performance analysis and demonstration code for HTML5 app development on desktop and mobile browsers Walletin April 2010-November 2010 CEO and Co-Founder • Built innovative real-time, multi-user photo editing and sharing website • Acquired by Facebook in November 2010 Bessemer Venture Partners September 2009-April 2010 Entrepreneur-in-Residence • Built initial technology and staffed Mailrank, acquired by Facebook in December 2011 • Startup advisor and board member for early stage technology startups • Keynote speaker and consultant on corporate transformation and innovation EMI Music May 2008–August 2009 Executive Vice President, Global Digital Marketing March 2009–August 2009 • Responsible to CEO for defining and implementing global digital marketing practice, metrics and revenue targets across EMI • Operational oversight of digital marketing for global priority artists, including campaigns for Katy Perry, David Guetta, Depeche Mode, Alice in Chains, A Fine Frenzy, and others • Lead development of technology and global rollout of customer insight and analytics • Continued responsibilities for EMI digital transition and commercial technology group Senior Vice President, Global Digital Strategy May 2008–February 2009 • Worked directly with CEO and executive committee to craft and deliver digital strategy for EMI Music's transformation resulting in excess of £25 million in incremental revenue • Drove cultural transformation around transparency, experimentation, analytics, and testing • Opened San Francisco office, hired engineering leaders to build core technology team

Cory Ondrejka • Coordinated current EMI efforts around digital content ingestion, processing, and distribution • Internal and external evangelism and education

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Annenberg School for Communication January 2008–May 2008 University of Southern California Visiting Professor January 2008–May 2008 • Co-taught “Introduction to Online Communities” in Annenberg Program on Online Communities • Helped to define curriculum, arrange guest speakers, and lectured • Delivered faculty lecture series on virtual worlds, innovation, and collaboration Linden Lab December 2000–December 2007 Chief Technology Officer March 2006–December 2007 • 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 corporate responsibilities • 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 to survive continuous growth • Drove entrepreneurial culture with nearly zero development turnover • Primary technical evangelist for Linden Lab, with particular focus on education, research, and government 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 Singapore government 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 their creations, including design, coding, and legal projects • Created awareness of SL through technical and design white papers, conferences, and interviews • Built relationships with research, education and technology partners, including MacArthur Foundation, 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

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• Wrote initial code base, core libraries, scripting language, messaging and network subsystems, compound object code, interest list management, terrain compression and streaming technology, 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 Defense Master Plan for modeling, simulation, and gaming • Worked with industry leaders from DARPA, Rand Corporation, Georgia Tech, DoD, and others to determine strategies and methods for incorporating modeling, simulation, and gaming into DoD • Provided expertise about the capabilities of collaborative spaces and their potential impact on the military Pacific Coast Power and Light March 1998–November 2000 Principal Software Engineer • Managed 2 programmers and 12 artists as Banishers project lead, built tech demo, and presented 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, evaluated and integrated RenderWare middleware into existing codebase • Road Rash 64 project lead, managed 2 developers and 5 artists, oversaw all development, designed game, and shipped on time and under budget. Wrote graphics engine, optimized Nintendo graphics pipeline to double polygon performance, terrain and texture streaming, animation compression and streaming, 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 • Managed 5 programmers, wrote graphics engine, animation engine and tools, particle and FX system, creature behavior and flocking code, collision, and Glide texture management and caching 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

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Other Roles January 2008–May 2009 • Fellow, Network Culture Project, Annenberg School for Communication o Supporting MacArthur Foundation grant-driven research for Network Culture Project o Consulting resource for Network Culture Project staff and students • Entrepreneur-in-Residence, Catamount Ventures o Reviewed potential investments and conducted technical due diligence o Brought potential investments to Catamount partners o Assisted Catamount partners on portfolio projects as needed • Independent Consultant o Consulted on various cutting edge technology and education projects, including analysis, strategic planning, and due diligence work on game, virtual world, and other technology endeavors with industry, academic, investor, and government clients o Frequent keynote speaker on virtual worlds, education, and innovation Technical Skills • Javascript, C/C++ for game, real-time, and web applications • SQL queries when needed for data analysis • Ruby, Perl in an emergency —“it’s on fire!” — break-out-the-manual sort of way • Developed networked, OpenGL applications on Windows, Mac OS X, and Debian Linux • Created/maintained code with Dev Studio, XCode, vi, emacs, gcc, make, git, SVN • Built web applications, massively multiplayer, fighting, and racing titles on PC, arcade, and console 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 Command Graduate level work in nuclear physics, fluid dynamics, and materials science United States Naval Academy BS Weapons and Systems Engineering Completed all requirements for BS Computer Science Presidential “Thousand Points of Light” award recipient References available upon request.