01A dream, and a foundation in trusted data
At sixteen, I dreamed of seeing my name in the credits of a AAA game. That ambition set me on a path into technology, but my first job out of school taught me something that has stayed with me ever since: useful systems begin with access to information people can trust.
At Standardbred Canada, I built TrackIT from the server rack through the web application and payments, while also working in IT. It gave people access to racing, pedigree, and performance information. Within two years of its creation, it became the organization’s leading source of revenue. The idea was straightforward; making trusted data accessible made the difference.
At Fuel Industries in Ottawa, I grew from senior web developer to VP Engineering, working on social games and web experiences for clients including Microsoft and HBO. Projects such as Pogo Puppies and ServerQuest II brought creative ideas together with the engineering needed to make them work.
02Building worlds, and the systems they share
Along the way, I fell in love with the complexity of massively multiplayer online worlds and the shared technology behind games. At Disney Interactive, I led development work for Club Penguin, served as technical lead for Puffle Launch, and also worked on an unreleased title. Working on a live virtual world taught me how to build on a steady cadence, and how the right systems and processes help a team turn creative ideas into reliable, repeatable releases.
At EA Sports, I helped build foundational technologies for content sharing and social connection, leading work on services that stored and delivered player-created content and connected players with one another. These shared services gave game teams reusable capabilities across franchises including FIFA, Madden, NHL, NBA, and UFC. For players, that meant more ways to share their creations and stay connected to the communities around their games.
Those possibilities remain central to EA Sports games today: creating custom content with Team Builder, or finding friends and playing together through EA Connect. They reflect the enduring value of giving players ways to make an experience their own and share it with others.
At Microsoft’s The Coalition, I worked on cloud services for Gears of War 4.
I later returned to Electronic Arts, where I became Group Technical Director (GTD), responsible for global analytics across all EA titles. I led the technical direction, delivery, and operation of data and analytics platforms that helped studios worldwide understand their games and make informed decisions.
My responsibilities spanned data engineering, analytics, platform reliability, and tools for developers and testers, as well as the design, delivery, and operation of AI and machine-learning platforms. I worked through technical leaders to develop our teams and build shared capabilities that studios could depend on. We turned gameplay data into practical insights that helped teams identify quality issues, make testing more effective, and improve the player experience. That work included two U.S. patents.
EA gave me the chance to live my childhood dream. Being part of that team remains one of the greatest experiences of my life. I’ll always be grateful to everyone I had the chance to work with there, and I think of them as lifelong friends.
03People are part of the system
As a leader, I came to understand that people are part of every system we build. How knowledge moves, how decisions are made, and how people support one another shape what an organization can achieve. That realization led me into organizational coaching and a deeper interest in building resilient teams and organizations.
Being a manager means being the kind of leader I would want to report to. I want people to do the best work of their careers, with clear priorities, honest feedback, and room to grow. That also means making the hard calls on scope and trade-offs, removing roadblocks, and making sure the team has what it needs—sometimes including doing the dishes.
I hold a Certificate in Organizational Coaching from UBC. Coaching informs how I listen, ask questions, and help other leaders develop their own judgment.
04Putting those ideas to work
Joining DigitalOcean shortly after it went public was an exciting chapter. I led engineering teams building data and business platforms, and deepened my appreciation for trusted data and shared sources of truth that people across the business could understand and use. I believe platforms are about empowerment. Building systems that put knowledge into people’s hands, helping them make informed decisions and move the business forward, made that belief tangible.
Today, as Vice President, Technology at IREN, I have had the opportunity to put more of my ideas about people and systems into practice.
Over an eighteen-month period, I helped build the systems and tools supporting IREN’s expansion from Bitcoin mining into AI cloud infrastructure, as the company achieved NVIDIA Exemplar Cloud status. It brought together the work I care about: complex technology, shared knowledge, and people across specialties building something they could not build alone.
05What I’m most proud of
What I’m most proud of is learning how people and technology interact—and using that understanding, through knowledge and systems design, to serve the growth of people and organizations. The scale and setting have changed over my career. That purpose keeps connecting the chapters.
People & practice
Organizational coaching
At EA, I played a significant part in helping establish the corporate mentorship program. During my time there, I also supported Out in Tech and its work connecting the LGBTQ+ tech community. Later, while working at DigitalOcean, I wanted to learn more about how to support the people I was responsible for and help them grow. That led me to complete UBC’s Certificate in Organizational Coaching in 2023.
As an engineer, I fell in love with building systems that could scale. Becoming a coach helped me appreciate that each person is a complex system in their own right, with their own experiences, motivations, and capacity for change. Every organization has its own character, too. Its systems and processes need to fit both the business and the people who bring it to life.
At IREN, I had the opportunity to put these ideas into practice and learn how organizational systems grow, scale, and change alongside the people within them. Executive leaders, analysts, engineers, and customers each bring different needs and perspectives. Understanding how they interact, what empowers each person, and how to meet them where they are today has become the part of my work I’m most excited about. Through reflection and thoughtful processes, I want to help people grow and shape the technologies and organizations they are part of.
In the credits
Games, teams, and shared worlds
Online services, shared technology, quality engineering, and analytics are part of what makes a game work. These are selected credits and contributions from that work, under Newman Scott Hunter or Scott Hunter. Release years identify each edition, rather than the dates I worked on it.
My work at EA included shared services used across multiple games. Selected credits and contributions are listed below, followed by further shared-technology work from my career account.
Sports
- 2021
NHL 22 ↗Technical Directors · Analytics Solutions
- 2019
FIFA 20 ↗Technical Directors · Quality Verification
- 2014
- 2013
- 2013
NHL 14 ↗Technical Director · CTS Runtime & Online Platform
- 2013
Madden NFL 25 ↗Technical Director
The 25th-anniversary release from 2013; credit records also cover its other console edition.
- 2012
NHL 13 ↗Technical Directors · EA Sports Online
- 2012
Worlds & adventures
- 2021
- 2020
- 2019
- 2019
- 2019
- 2016
Gears of War 4 ↗Special Thanks
My work on cloud services is also described in my public ConFoo biography. The shipped credit appears as Scott Hunter.
- 2015
Published credit references include my MobyGames profile ↗. Editions are grouped where they share a title; distinct editions are listed separately. Game links identify the released work; they do not independently document every contribution.
Shared technology
My shared-service work supported sports games and other releases, including Madden NFL Mobile and Dragon Age: The Veilguard. It covered online player experiences and tools to help teams test their games. These are further examples of that contribution.
- 2024
- 2019
- 2018
- 2018
- 2018
- 2014
- 2014
- 2014
- 2013
- 2012
- 2011
- 2011
- 2011
Ideas put to work
Two U.S. patents
I’m a named co-inventor on two patents developed at Electronic Arts, both granted in 2021.
US 10,949,325 B1 ↗ · March 16, 2021
Using data from gameplay sessions more effectively to make user-based testing more efficient.
US 10,960,315 B1 ↗ · March 30, 2021
Connecting identifiers across a gameplay session so profiling and debugging tools can follow the same activity across systems.
Sharing what I learn
Conference talks
I’ve spoken about the engineering behind scalable services and the human work of leading teams. These sessions are preserved in ConFoo’s official archive.
2018 · ConFoo · Montreal ↗
The move from individual contributor to manager: team development, communication, and leadership.
2018 · ConFoo · Montreal ↗
Designing scalable web services and handling repeated requests safely.
2016 · ConFoo · Vancouver ↗
Distributed actors, fault tolerance, and the practical considerations of running services.
2016 · ConFoo · Vancouver ↗
Making telemetry useful while it is happening, alongside longer-term data analysis.
2011 · ConFoo · Montreal ↗
A practical introduction to building and deploying web applications.
2011 · ConFoo · Montreal ↗
Finding bottlenecks and improving web performance through caching, measurement, and server design.
Earlier, I spoke at DrupalCamp Toronto ↗ in May 2008, sharing lessons from building web applications and services.
Beyond the job title
Acting, improvisation, and community
On stage
Alongside engineering, I’ve worked as an actor, improviser, producer, and director. I was a cast member of Vancouver’s Instant Theatre ↗, performing and helping create shows with the company.
As an Instant Theatre cast member, I performed at The Upfront Theatre in Bellingham. My performances have also included festivals hosted by Jet City Improv in Seattle before the pandemic, SAK Comedy Lab in Orlando, and the Improvised Play Festival at The Hideout Theatre during my time in Austin. I’ve also performed at Comedy Bar in Toronto and in Stockholm, alongside shows at home in Vancouver.
I also created, produced, and co-directed an improvised murder mystery presented in Vancouver and Seattle. My training includes Instant Theatre’s conservatory and intensives with Upright Citizens Brigade in New York and the Hideout Theatre in Austin.
Behind the scenes
My festival volunteering included serving as production coordinator for the Vancouver International Improv Festival ↗. I coordinated schedules and communication among teams, sponsors, and performers, managed the website, and introduced shared planning tools. I also helped with stage management, artist support, and the box office. Beyond the festival, I volunteered in support of Improvcamp and Instant Theatre’s website and productions.
Writing
I write about the practical work of leadership. In Effective Skip Level Conversations ↗ (2024), I explore how conversations across management levels can support people, and why they need a clear purpose.