SETH EDENS
About Me
My name is Seth Edens, I am a 39 year old Product Owner/Producer at Electronic Arts (EA) in Orlando Florida. I am a retired veteran of the United States Air Force. In December 2016, I graduated from Full Sail University with a Bachelor of Science in game design and in February 2018, as Valedictorian with a Master of Science in game design.
I have worked on and released several projects at EA including Madden 21-24, Madden Mobile, NBA Live, and NBA Live Mobile. I am currently the Product Owner of a large live service feature for College Football 25, previously working on a large live service feature on Madden 25. In my time at EA Sports I have been a Designer, Producer, and currently Product Owner. I have worked on products from their inception through the entire development cycle, into their release, all while simultaneously supporting live products and working on upcoming ones.
I have strong skills with product management software, including: Slack, Zoom, Jira, Miro, Trello, Confluence, and Perforce. I also have technical experience in engine with Frostbite, Unreal, and Unity. I am an experienced content, feature, tools, workflow, and pipeline designer, with an eye for the details. My top skills also include scope and capacity planning, telemetry analysis, and budget planning.
I am proud of the many workflows and tools I have been instrumental in creating. These achievements have all been accomplished while working remotely and managing many remote multidiscipline teams and 3rd party contractors. I thrive on anticipating and mitigating risks, maintaining a high velocity, and streamlining processes, while also ensuring my team maintains a healthy work/life balance.
I have worked on very large distributed teams as well as small, tight-knit teams, each having their own unique characteristics. The individuals I work with know me to be a fair and empathetic leader, both traits I am happy to be known for. I enjoy working with other creative personalities and thrive in creative environments.
The ambiguity of what each day of my job will bring is exciting and a challenge to define and conquer. Game development and production is my passion, I long to be a part of a team crafting fresh IP with innovative features that drive player agency and create emergent forms of gameplay and story-telling.
Projects
Madden 25
Product Owner: Ultimate Team Dev
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Remotely managed a team of 30+ engineers and 3rd party contractors
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Created feature roadmaps & defined feature scope
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Planned team capacity and managed feature backlog
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Planned sprints and assigned tasks while adhering to the capacity plan
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Ensured features remained in scope
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Worked closely with multiple teams of various disciplines to ensure the features were delivered at or below cost & at or before deadlines.
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Ensured stakeholder remained informed
College Football 25
Product Owner:
Live Services Content
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Remotely managed a small team of content & economy designers, while working with artists, online developers, & engineers
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Created product roadmap and determined expected feature grades
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Defined features scope & determined team capacity
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Planned sprints and assigned tasks while adhering to the capacity plan
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Ensured features remained in scope
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Worked with a remote team of technical artists, engineers, & designers to create a new tool and art pipeline
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Ensured stakeholder remained informed
Madden 24
Producer/Product Owner
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Remotely managed a team of 30+ engineers and 3rd party contractors
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Adhered to feature roadmaps & feature scope
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Planned team capacity and managed feature backlog
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Planned sprints and assigned tasks while adhering to the capacity plan
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Ensured features remained in scope
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Worked closely with multiple teams of various disciplines to ensure the features were delivered at or below cost & at or before deadlines.
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Ensured stakeholder remained informed
Madden 23
Producer
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Led a small team of content designers & collaborated with several multidisciplinary teams to create & implement in-game assets & live-content
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Assisted with design of content release schedule & designed store bundles
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Created a new, more efficient workflow for live content
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Trained & mentored a team of contract designers on the processes & procedures of live-content development
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Set priorities & assigned & scheduled tasks to ensure project features met deadlines
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Worked closely with multiple teams of various disciplines to ensure content was delivered at or before deadlines
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Ensured stakeholder remained informed
Madden 22
Designer/Producer
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Further iterated the vanity pipeline in collaboration with the new vanity team, increasing initial quantity of in-game content from 1000 assets to over 10,000 pre-launch
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Drove the development of an in engine capture tool for vanity thumbnails working with individuals from various disciplines
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Ensured stakeholder remained informed
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Defined "done" for vanity assets in-game quality
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Assisted in the development of a content release schedule
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Worked with partner organizations on the design & release of vanity content
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Assisted with hiring new content designers & trained them in the development of vanity assets
Madden 21
Designer
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Worked with a multi-discipline team to design & create a vanity workflow & pipeline for the introduction of vanity assets in the new Yard mode of Madden
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Assisted in hiring a new team of content designers for vanity assets
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Trained new team members on the creation of vanity assets
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Ensured all vanity assets had proper approval from the NFL & other partners
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Designed the vanity store for the Yard & ensured it remained populated and functional throughout the year
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Analyzed user feedback to determine how vanity would be used in the future & what vanity assets were most successful
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Created vanity assets for Madden mobile & helped design the cross-platform purchasing functionality
Trapped
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Designed & built location set pieces from modular art assets
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Ensured all locations were properly lit & functioned with a rising & setting sun
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Shaped & textured terrain & then refined procedural foliage placement
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Worked with a small remote team to create this title
The Slaughterhouse is a good example of how I was able to design the implicit narrative into the game. There are many locations I designed throughout the game that give hints at the non-explicit story of Trapped while remaining obscure enough to allow the player to create their own emergent stories.
Trapped is a modern survival horror shooter from Forthright Entertainment. The link to the steam page is below.
https://store.steampowered.com/app/444690/TRAPPED/
World Builder