Victor
Meinert
Technology Executive · Human-Centered Design · AI-Native Product Leader
↓ Download CVVictor Meinert operates at the intersection of the digital and the human, where technology strategy meets the real needs of the people it serves. With 25+ years leading product development, studio operations, and cross-functional teams across AI, games, SaaS, enterprise, and IoT, he brings a rare combination of full-lifecycle execution, native AI fluency, and deeply human-centered instincts.
Deep expertise in navigating complex, high-stakes environments, including modernizing legacy systems, launching live products, and building cultures of accountability, collaboration, and ownership from the ground up. He has extensive experience leading distributed-first teams and managing large-scale outsource networks across multiple geographies.
Victor brings the strategic range, operational discipline, and human-centered leadership to meet organizations wherever they are and move them decisively forward.
Forward Deployed AI Researcher & Client Solutions Lead
Apr 2026 — PresentAcceleration Agency
- —Deployed three fully functional client AI prototypes across enterprise and education: a collectables inventory and management platform; an NFC-based alert and notification mobile app; a video processing agent for educational SEO metadata. Full stack prototyping through natural language prompting.
- —Client-embedded research and requirements development identified workflow friction points, mapped real-world operations and opportunities, and architected proof-of-concept systems that validate AI delivery before production scale.
- —Built end-to-end pipeline infrastructure supporting iterative agentic prototyping and deployment across client engagements.
Executive Producer
Jun 2025 — May 2026Digital Insight Games
- —Brought in to stabilize and lead a development team through a critical transition period, inheriting an unstable build, a high-defect pipeline, and a team in need of renewed direction and leadership structure.
- —Retrofitted the entire development process to a disciplined 1-month agile release cadence, increasing feature release output by 30% and reducing defects by 80%.
- —Revitalized team culture, driving improvements in morale, collaboration, ownership, and accountability across a team of 15 plus 3 outsource vendors.
- —Stabilized the mainline build and extended the production pipeline to support live operations and ongoing feature development.
- —Identified core loop friction points through live user testing and drove a focused UX polish initiative that measurably improved first-session intuitiveness across a MOBA/RTS hybrid.
- —Implemented a continuous live user testing program, integrating player insights directly into the active development backlog.
- —Successfully launched into Pre-release closed testing (EU territories) with 30–50 active testers.
- —Managed full Steam and Epic Games Store launches, including storefront buildout, ESRB certification, pentesting, legal framework, Terms of Service, and Privacy Policy.
- —Built the publisher and investor pitch deck and outreach strategy, targeting 45+ publishers and investors.
- —Researched GDPR compliance requirements and delivered product change recommendations to ensure regulatory alignment.
Executive Producer & UX/Product Leader
2013 — 2025The Acceleration Agency
- —12-year independent consulting practice embedded with clients across games, SaaS, enterprise, IoT, and nonprofit sectors.
- —Served as principal client relationship owner and hands-on product development lead — responsible for UX design, user research, requirements development, team leadership, backlog management, budgets, contracts, distributed resource management, and release execution.
- —Selected clients: Carnival Corporation, COTALand/Circuit of the Americas, Disney Connected Learning, The Access Partnership, INVI Mind Health, Rallyhood, Aspyr Media, Ustudio, Rawdon Saunders School for Dyslexia, International AAA Game Studio (NDA).
Senior Producer & Studio Director
2011 — 2013Disney Interactive Studios Playdom
- —Co-founded and led a new Disney Interactive studio in Austin, growing the team to 35 and managing a ~$4M studio P&L.
- —Assumed live operations ownership of My Vineyard (Facebook social game), managing ongoing development and structured sunset.
- —Conceived and developed an original experimental social game with MMO elements, taking it through live geo-testing.
- —Led early-stage development of a new multiplayer title based on a marquee Marvel IP.
- —Established and scaled a 45-person outsource art content pipeline in Russia, including contract negotiation, art approval workflows, and full integration pipelines.
- —Responsible for talent acquisition, facilities, day-to-day operations, 3rd party outsourcing, budgets, content pipelines, and agile cross-discipline collaboration.
Co-Founder · Strategic Partner
2009 — 2011Austin Personal Rapid Transit
- —Co-founded an urban transit startup developing a personal rapid transit solution for the Austin market, securing $250K in initial seed funding.
- —Developed pitch materials and participated directly in investor and client presentations.
- —Engaged the University of Texas at Austin Provost Office as a prospective anchor client, advancing to active discussions before the initiative concluded due to funding constraints.
Producer
2001 — 2009NCsoft Austin
- —Co-founded Destination Games alongside Richard Garriott (creator of Ultima) and Starr Long, scaling from founding to acquisition by NCsoft in under 6 months.
- —Progressed through Art Director, Art Production Director, and Producer roles across the full development lifecycle of an innovative combat MMO that shipped to live service.
- —Led the agile transformation of a 150+ person studio from waterfall, transitioning all active teams to a fully agile, sprint-based workflow.
- —Orchestrated a motion capture outsourcing pipeline delivering 500+ animation assets in 8 months.
- —Built and operated a proprietary outsource art production network spanning 4 locations: an internal studio of 60 in Beijing, two California-based studios (9 and 15), and NCsoft HQ in Seoul — totaling ~85+ managed heads internationally.
Art Director & Art Production Director
1995 — 2001Electronic Arts — Origin Studios
- —Progressed from Artist/Animator to Art Director across landmark PC titles including Ultima IX, Ultima Online, Ultima Online II, Crusader, Wing Commander, and Technosaur.
- —Oversaw the art department of approximately 45 heads on Ultima Online II, managing internal and external art teams through full development.