Nathan Holt

Manager | Lead | Build | Pipeline | Services | Dev Ops | Tools | Automation | Tech Art | Test | Workflows

Bothell, Washington, United States

About

I take pride in creating and thriving in a culture of engineering excellence, and I enjoy helping others to achieve their dreams! I have over 17 years of programming and 8 years of management experience for more than 15 AAA shipping titles releasing on PC, Mac, Xbox, and PlayStation. I have served 4 franchises that have reached over a billion dollars of lifetime revenue, each. I have shipped: Guild Wars 1, 2, Blade & Soul, AION, Lineage II, Forza Motorsport 2, 3, 4, 5, 6, 7; Forza Horizon 1, 2, 3; Forza Motorsport 6: Apex; Windows Vista, Internet Explorer 7, and over 50 features at AWS. Each day, I live with a purpose to improve something, and when I can the day is successful. My Meyer-Briggs personality is an Advocate, this means I live my life for the benefit of others, form deep bonds with those I interact with, am enthusiastic, inspiring, emotionally intelligent, and creative. I am a planner, mitigator, anticipator, and—with the help of others—I make a lasting impact with whomever I meet, or whatever I interact with. My leadership style is primarily democratic. Collaboratively, I create sustaining processes and iterative roadmaps to ensure successful, timely, budget-conscious releases. I build, nurture, and guide high self-functioning teams using total motivation, focusing on personal improvement, building self-efficacy in others, and driving best practices. I have used production methodologies such as Agile, Kanban, ITIL; OKRs; book clubs; peer programming; and personality/communication exercises with positive affect. I passionately believe in diversity, inclusion, and fostering a sense of belonging. Every person should be their genuine, authentic self. I believe that together, we can positively change the culture of our world through stories we tell, products we create, and actions we perform. I invest in people, their careers, and try to find alignment with everyone to meet the ever-changing needs of the business. I believe that together, coupling my experiences with feedback from my peers, we will deliver world class engineering solutions and drive best practices that will motivate, empower, and grow our development strategies. I believe in building a culture of trust, accountability, growth, focus, resilience, and agency. In this way we gain psychological capital with the satisfaction, engagement, and commitment that motivates us to move mountains quickly and efficiently. Together, we can create a culture of engineering excellence and deliver memorable and inspiring products to our customers and audience!

Experience

  • Software Development Manager at Amazon Web Services (AWS)
    Jul 2022 - Present · 4 yrs 1 mo

    Currently manage Monitoring, Metering/Billing, and Release Engineering for AWS Elastic Load Balancing and previously managed the Real-Time Metrics & Reporting team with Amazon Connect. * Shipped 28 features across 4 ELB products; partnered with 13 teams * Reduced tickets 54% YoY, off‑hour pages 98%, and saved $7M annually * Shipped 18 features across Connect, $7M infra savings, and delivery improved from 40% to 77%

  • Software Engineering Manager (Advanced) at NCSOFT
    Oct 2017 - Jul 2022 · 4 yrs 10 mos

    My teams and I surgically improve legacy systems and transition old tech to new tech, anticipate and mitigate risks for projects, set goals, negotiate scope, budget, plant/nurture seeds of improvement and empowerment everywhere. I walked the line between Engineering and Production. The Release Management and (Build) Engineering Team focuses on SDLC, coordination with many product owners, stakeholders, setting/tracking milestone/dates, deployments, scope, CI/CD, automation, tools, APIs, and productivity systems. The Service Platform (Backend) Team focuses on building microservices and tooling for account management, billing/eCommerce, fraud, customer service, business intelligences systems, and creating bridges between games and front ends. In this role, I: * Managed up to 15 SDEs, Contingent and full-time, locally, hybrid, and remote for Release Management and Build Engineering, Service Platform, and IT/Help Desk. * Work with studio leadership to create projects, timelines, and milestones; likewise, to sunset and archive projects * Transitioned the Billing system between providers with no downtime * Ship Guild Wars 2 about every two weeks * Increased daily build output by 15x from 4 to 60 builds * Reduced released bugs yearly by 4x * Increased monthly resolved IT tickets by 2.5x from 60 to 145 * Reduced integration failures by 98% across 15+ feature and release branches * Saved workforce 10K hours of unwanted overtime * Participated in the hiring process redesign with Recruiting and DEI * ERGs participation: Recruiting & DEI; Recognition & Rewards; Process Improvements; and Asian Cultural Representation

  • Software Design Engineer II at Microsoft
    Apr 2008 - Oct 2017 · 9 yrs 7 mos

    I fostered the following teams and sub-systems: Test, Automation; Tools; Tech-Art; IT Support; DevOps; Build & Pipeline, and Incubation. I helped the Engine and Gameplay Teams when they needed it. I worked with every team to architect a workflow solution that they needed from start to finish, with support afterwards in such a way that I was no longer needed. I owned the code and content workflows, automation, tooling, build, database, localization, logging, packaging/disc organization, Demos, DLC/Expansions, Windows/Xbox DevKit ingestion/update, integrations between Playground Games and Turn 10, and Turn 10 and worldwide, off-site vendors. I helped Engine with the super LOD car, ForzaVista; Gameplay with design tools for cone placement, AI splines, real-time Car Dynamics/Metrics; Incubation with process improvements; Tech-Art with prefab/variant system; and was a member of the Technology Sharing Group and worked on common tools between the studios within MGS. In this role, I: * Managed 3 contractors on Pipeline * Saved the studio millions with a TFS to SD/Perforce replication system. * 750K Shader builds from 7 days to 7 mins, textures from 8 hours to 4 minutes, and more * Scaled the content build from SD to HD to 4K while keeping build times equal to or quicker than before. * Recreated the code and content pipeline from Windows Batch to MS Build. * Created the best installation experience getting players on track in <10 mins! * Developed an automated test framework, metrics, and aggregated reporting system * Created a security system using Arxan, digests, and file encryption. * Sole dev in porting FM4 to China

  • Volt (2 yrs 1 mo)
    • Software Engineer
      2007 - 2008 · 1 yr

      This was contract role with Turn 10 Studios and I was a software design engineer in test for the Forza Motorsport 2 product. For this position, I created, implemented, and maintained build system scripts, tools and automated tests for code, content, and services. My achievements and accolades are: * I created an automated test infrastructure using MS Test where there once was only one mega-function for all tests. * I collaborated with Global IT to setup a TFS instance for the production of offsite vendor asset creation. * I created a standardized Forza build environment which simplified tool launching assumptions.

    • Software Development Engineer In Test
      2006 - 2007 · 1 yr

      This was a contract role with Microsoft and I was a software design engineer in test for Windows Vista and Internet Explorer 7. I created and maintained user-scenario test cases and automation scripting to ensure compatibility with Microsoft, first and third-party applications from Win 95 to Vista. I also communicated across first and third-party teams and products to understand, resolve, discern, and test features effectively and efficiently. My achievements and accolades are: * I restructured the IE7 compatibility, core, test code for automation to further reliability, and decrease maintenance. * I increased test effectiveness to 100% by using retry logic and using a multi-directional automation approach. * I collaborated, identified, and enforced a new process in bugging failing, automated tests and drove for their fixes.

  • Fullstack Web Developer and Systems Administrator at Radiant Building Inc.
    Mar 2005 - Oct 2005 · 8 mos

    Created a dual-layer staff/client website using PHP and MYSQL technologies to run on a Fedora server. In addition to authoring a website, I also managed their computer systems including duties such as install, configure, and update operating systems, software, virus/anti-spyware utilities, and maintained computer hardware.