XBOX WEBSITE

JUNE 2015 TO APRIL 2016

Xbox

Software Development Engineer

New Xbox One Experience

While at Xbox, I worked on the console's dashboard (how you launch games, connect with friends, buy from the store, etc.). In November 2015, I shipped the New Xbox One Experience to over 15 million consoles. During Winter 2015, I independently prototyped a feature that fans craved, successfully pitched it to stakeholders and developed a system robust enough to pass technical reviews. In Spring 2016, I improved features I owned via monthly updates, and made key contributions towards allowing for a game to be bought once and played on both Xbox and PC.

SHIPPED


ADDITIONAL INFO


MAJOR RELEASES:

- NXOE: NOVEMBER 12, 2015
- 1602: FEBUARY 20, 2016
- REDSTONE 1: JULY 30, 2016

LANGUAGES:C# AND C++ (VISUAL STUDIO)


A TINY PART OF THE XBOX TEAM:

- MACKENZIE BATES (itbmac):
SOFTWARE ENGINEER
- DOMINIC LABERGE:
SENIOR SOFTWARE ENGINEER
- VICTOR SANTODOMINGO:
PRINCIPAL SOFTWARE ENG LEAD
MY MANAGER
- BADR BIJJOU:
SENIOR PROGRAM MANAGER
- YASEMIN KUYUMCU:
PROGRAM MANAGER II
- SIMON ATTWELL:
SENIOR PROGRAM MANAGER
- JULIAN SELMAN:
PRINCIPAL SOFTWARE ENGINEER
- ANDREW DAVIS:
SENIOR SOFTWARE ENGINEER
- CHRIS FORTIER:
PRINCIPAL SOFTWARE ENGINEER
- RYAN CRANDALL:
SENIOR SOFTWARE ENGINEER
- YUAN XU:
SOFTWARE ENGINEER II
- JAMES PFAFF:
SOFTWARE ENGINEER II
- JEFF BURLEIGH:
SENIOR SOFTWARE ENG LEAD
- DANIEL SCHLEGEL:
PROGRAM MANAGER
- KHAM UDOM:
DESIGN DEVELOPER II
- NATE DUNLAP:
SENIOR DESIGN MANAGER

IN-DEPTH EXPERIENCE


I started at Xbox in June 2015 following my graduation from Carnegie Mellon University. In November 2015, I shipped the New Xbox One Experience (NXOE) to over 15 million consoles. In Spring 2016, I continued to make significant improvements to the system's dashboard for Xbox gamers worldwide in monthly updates. I also made key contributions towards "OneStore convergence" (which means Xbox uses the same store as the rest of Windows and allows gamers to buy a game once and play it on Xbox and PC).

In December 2015, I independently prototyped a pins cache to enable access to pins when offline or when service calls fail. This effort was fueled by my personal annoyance with pins' slow load times and frequent Xbox Live outages which made pins inaccessible. Approval of the feature was aided by verbatim feedback the team received repeatedly from users "when can we have offline pins?", as well as the number of bugs reporting blank pins due to service issues. The design underwent technical review in early January 2016 and shipped in February (1602). The reception from the fans was exceptionally favorable.

My contributions to the Xbox One dashboard include:

  • Owner of Pins, a fan-favorite feature, which are shortcuts to games & apps
  • Maintained feature quality and made improvements to keep experience at level fans expect
  • Allowed availability of pins offline and faster load times with caching
  • Enabled easier organization through move pin functionality
  • Implemented key features to OneStore convergence effort on Xbox
  • Essential to completing Universal Windows Platform (UWP) story
  • Helped make cross-device games possible (worked with Fable Legends dev team)
  • An important contribution towards achieving goal of Windows being the home for gaming
  • Enabled automatic downloading of games to player's home console
  • A "magical" feature that keeps users gaming instead of waiting for downloads
  • Developed offline, user signed out and kiosk experiences
  • Rounded out user experience to give product a polished feeling

USER REACTIONS TO FEATURES I'VE WORKED ON


itbmac

Since: 2007

MacKenzie Bates

Since: 1993