Jason O'Malley 🌱🌎☁️📺

Greater Chicago Area Contact Info
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About

As a Sr. Partner Solutions Architect at AWS, I leverage my 15+ years of experience and…

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Experience & Education

  • Amazon Web Services (AWS)

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Licenses & Certifications

Volunteer Experience

  • ONEgeneration Graphic

    Freelance Video Producer

    ONEgeneration

    - 4 years 4 months

    Children

    I produce an annual highlight video showcasing the students and the amazing pre-school program that they are graduating from.

Publications

  • Media and Entertainment Sustainability on the Cloud

    National Association of Broadcasters BEITC Conference

    Media and Entertainment (M&E) companies are committing to become more sustainable for their employees, customers, and communities. At the same time, M&E companies are seeking to enhance and re-invent their business using cloud computing (the on-demand delivery of compute power, database, storage, applications, and other IT resources via the Internet with pay-as-you-go pricing). Fortunately, the goals of improving sustainability and cloud adoption can be synergistic, as enhanced business…

    Media and Entertainment (M&E) companies are committing to become more sustainable for their employees, customers, and communities. At the same time, M&E companies are seeking to enhance and re-invent their business using cloud computing (the on-demand delivery of compute power, database, storage, applications, and other IT resources via the Internet with pay-as-you-go pricing). Fortunately, the goals of improving sustainability and cloud adoption can be synergistic, as enhanced business efficiency via cloud can also drive sustainability. Cloud providers, through scale and focus on innovation, can achieve higher resource utilization and greater energy efficiency than is possible for typical on-premises or collocated data centers. This paper will examine why M&E companies are seeking sustainability, basic sustainability terminology, M&E sustainability organizations, published sustainability goals of M&E companies, and how M&E companies have actually enhanced their sustainability on the cloud.

    See publication
  • Media and Entertainment Sustainability on the Cloud

    IEEE / SMPTE Media Technology Summit

    Co-author of industry whitepaper with the following topic:
    Media and Entertainment (M&E) companies are becoming increasingly committed to building a sustainable business for their employees, customers, and communities. At the same time, M&E companies are seeking to enhance and re-invent their business using cloud computing (the on-demand delivery of compute power, database, storage, applications, and other IT resources via the Internet with pay-as-you-go pricing). Fortunately, the goals of…

    Co-author of industry whitepaper with the following topic:
    Media and Entertainment (M&E) companies are becoming increasingly committed to building a sustainable business for their employees, customers, and communities. At the same time, M&E companies are seeking to enhance and re-invent their business using cloud computing (the on-demand delivery of compute power, database, storage, applications, and other IT resources via the Internet with pay-as-you-go pricing). Fortunately, the goals of improving sustainability and cloud adoption can be synergistic, as enhanced business efficiency via cloud can also drive sustainability. Cloud providers, through scale and focus on innovation, can achieve higher resource utilization and energy efficiency than is possible for typical on-premises or collocated data centers. This paper will examine why M&E companies are seeking sustainability, terminology used in sustainability, published sustainability goals of M&E companies, and how M&E companies can achieve enhanced sustainability on the cloud.

    See publication
  • Unlocking business value in media archives with AWS

    Amazon Web Services

    Media and entertainment companies are creating more content than ever to engage audiences and grow revenue, while often overlooking the hidden value of the content locked in their media archives. From TV to mobile phones to VR glasses, the proliferation of screens connected to the internet provides customers with even more ways of consuming this content whenever and wherever. Between the influx of choice and ubiquitous connectivity, storing media content is challenged in keeping up with not…

    Media and entertainment companies are creating more content than ever to engage audiences and grow revenue, while often overlooking the hidden value of the content locked in their media archives. From TV to mobile phones to VR glasses, the proliferation of screens connected to the internet provides customers with even more ways of consuming this content whenever and wherever. Between the influx of choice and ubiquitous connectivity, storing media content is challenged in keeping up with not only growth in storage, but also capabilities needed to support this multiscreen world.

    In this webinar, we will share how migrating media archives from on-premises systems to the cloud can unlock business value for your organization. Learn how the cloud can provide access to archived content that is secure, available, durable, and scalable, while supporting governance and compliance needs. We will also share how AWS customer Team Coco was successfully able to digitize and preserve 25 years of content.

    Speakers
    Ian McPherson, Worldwide Strategy Leader – Media Supply Chain & Archive
    David Sallak, Global Storage Solutions Architect
    Jason O’Malley, Sr. Partner Solutions Architect
    Priya Chandramouli, M&E Industry Specialist

    See publication
  • Student Stories: Jason O’Malley

    College of DuPage Alumni Association

    This is an overview of my journey from College of DuPage to Current TV, Team Coco, Media.Monks, and Amazon Web Services.

    See publication
  • Integrating the Content Localization on AWS solution into your media creation and distribution workflow

    Amazon Web Services Media Blog

    An AWS Media blog post about integration the Content Localization on AWS solution into a media creation and distribution workflow.

    See publication
  • Create video subtitles with Amazon Transcribe using this no-code workflow

    Amazon Web Services Machine Learning Blog

    A blog post walking through a no-code workflow to create video subtitles using Amazon Transcribe and AWS.

    See publication
  • Amazon Transcribe Video Snacks: Creating Video Subtitles Without Writing Any Code

    Amazon Web Services

    An Amazon Transcribe video snacks episode I created to walk users through how to use Amazon Transcribe and AWS to create video subtitles using a no-code workflow.

    See publication
  • Preserving and archiving television history with an eye toward the future

    Amazon Web Services Storage Blog

    I wrote a blog post for the AWS Glacier team detailing how we chose and ended up effectively utilizing Amazon Web Services and specifically here the S3 Glacier storage product. We effectively created a data lake comprised of 25 years of television history in the cloud that we dip into to publish out highlights to our fans.

    See publication
  • AWS re:Invent 2019: Data archiving & digital preservation solutions with AWS, ft. Team Coco (STG234)

    Amazon Web Services

    I spoke at Amazon Web Services' 2019 re:Invent conference to showcase our entirely cloud-native workflow that we built in order to bring an archive of 25 years of television history alive on our Team Coco social media channels.

    See publication
  • TCD students on leading edge of multimedia production

    Daily Herald

    I have a few brief interview quotes in this article that appeared in the Chicago-based Daily Herald Newspaper.

    See publication

Projects

  • Conan O’Brien’s 25th Anniversary Archive

    - Present

    Embarking on an ambitious project to digitize 3300+ broadcast video archive asserts to our AWS cloud account.

    Project Challenges:
    •Sourcing & choosing quotes from production houses to do the digitization work
    •Transported and keeping track of 3300+ video tape assets
    •Working with discontinued tape formats
    •Achieving price & quality goals under a very tight window
    •Working with Systems Architect to implement required conversion presets, IAM permissions and AWS S3 storage…

    Embarking on an ambitious project to digitize 3300+ broadcast video archive asserts to our AWS cloud account.

    Project Challenges:
    •Sourcing & choosing quotes from production houses to do the digitization work
    •Transported and keeping track of 3300+ video tape assets
    •Working with discontinued tape formats
    •Achieving price & quality goals under a very tight window
    •Working with Systems Architect to implement required conversion presets, IAM permissions and AWS S3 storage buckets
    •Manage cloud storage of over 400 TB of data during production phase
    •Establish workflow for revising technical and creative issues with assets
    •Created custom solution to apply audio and video fades to the more than 20,000 eventual files
    •Ensure quality meets stakeholders expectations

  • CONAN360 VR at San Diego Comic-Con

    During CONAN's week of shows at the 2015 San Diego Comic-Con, Team Coco Digital again was on the cutting edge of incorporating brand new 360° cameras and custom-printed Google Cardboard headsets. For the first time the 360° camera was incorporated on stage and offered a virtual view of the on-stage experience with the casts of productions like The Hunger Games, Game of Thrones and The Walking Dead. We released multiple clips each night and coincided their release with the broadcast on TBS just…

    During CONAN's week of shows at the 2015 San Diego Comic-Con, Team Coco Digital again was on the cutting edge of incorporating brand new 360° cameras and custom-printed Google Cardboard headsets. For the first time the 360° camera was incorporated on stage and offered a virtual view of the on-stage experience with the casts of productions like The Hunger Games, Game of Thrones and The Walking Dead. We released multiple clips each night and coincided their release with the broadcast on TBS just a few hours after taping. I oversaw the post-production workflow and provided other technical liaison communications related to the planning and operation of the project.

    See project
  • CONAN Live Streaming

    - Present

    CONAN and Team Coco have several ongoing streaming projects including Live Q&As with Conan and writers, a weekly video game live stream (Twitch, YouTube, Facebook, Mixer) and other behind the scenes looks at the show.

    For the Live Q&As and game streams I designed and built our streaming system using a very economical approach that allowed us to tap heavily into existing hardware. I oversee signal flow, technical directing, audio levels, network tests and coordination with our platforms…

    CONAN and Team Coco have several ongoing streaming projects including Live Q&As with Conan and writers, a weekly video game live stream (Twitch, YouTube, Facebook, Mixer) and other behind the scenes looks at the show.

    For the Live Q&As and game streams I designed and built our streaming system using a very economical approach that allowed us to tap heavily into existing hardware. I oversee signal flow, technical directing, audio levels, network tests and coordination with our platforms to ensure successful streams. These streams have been viewed over 22 million times around the world.

    See project
  • Scrapisode (2014)

    I edited more the 50% of the CONAN rehearsal outtake Scraps that were used in the episode and coordinated with the on-air team for asset delivery.

    See project
  • Conan25: The Remotes

    -

    To celebrate Conan O'Brien's 25th anniversary we jumped at the opportunity to digitize and upload Conan's classic NBC remotes to a custom dedicated experience housed at teamcoco.com/conan25. Late Night with Conan O'Brien spanned 17 years at NBC. Over the course of a year we set about to digitize the NBC broadcast masters (on D-3, MPEG-IMX, HDCMA, and HDCAM-SR), uploaded them to AWS' S3 storage, implemented a custom CMS, edited the remotes into a single clip, and published it in the highest…

    To celebrate Conan O'Brien's 25th anniversary we jumped at the opportunity to digitize and upload Conan's classic NBC remotes to a custom dedicated experience housed at teamcoco.com/conan25. Late Night with Conan O'Brien spanned 17 years at NBC. Over the course of a year we set about to digitize the NBC broadcast masters (on D-3, MPEG-IMX, HDCMA, and HDCAM-SR), uploaded them to AWS' S3 storage, implemented a custom CMS, edited the remotes into a single clip, and published it in the highest quality it has ever been offered in online. Along with some extremely talented coworkers and vendors we are extremely proud of the accomplishment.

    See project
  • 24 Hour Mobile Marathon: Sponsored by Google Play

    -

    I acted as the Technical Manager for Team Coco’s ambitious 24 hour mobile gaming marathon that Team Coco Digital produced as part of a sponsored Google Play live stream. For 24 hours straight comedians and CONAN staffers played Google Play store games on Android tablets against a chroma key background. The stream broadcast simultaneously to Team Coco's Facebook, YouTube, and Twitch channels.

    Key Challenges For This Project:
    •Devising a way method capture a stable and consistent video…

    I acted as the Technical Manager for Team Coco’s ambitious 24 hour mobile gaming marathon that Team Coco Digital produced as part of a sponsored Google Play live stream. For 24 hours straight comedians and CONAN staffers played Google Play store games on Android tablets against a chroma key background. The stream broadcast simultaneously to Team Coco's Facebook, YouTube, and Twitch channels.

    Key Challenges For This Project:
    •Devising a way method capture a stable and consistent video single from an Android tablet for the full 24 hours
    •Hire streaming specialists to cover shifts over the 24 hour period
    •Hired & tested connection with international stream syndicating vendor
    •Integrate existing equipment to maintain save on production costs

    See project
  • Team Coco's Comedy Club: An Animated Stand-Up Show Exclusively on Snapchat

    -

    Team Coco's Comedy Club is an animated stand-up comedy show produced by TBS and Team Coco Digital and is available exclusively on Snapchat. The show is currently in its first season.

    For this project I acted as the Senior Video Editor and Post-Production Supervisor. I was heavily involved in adapting our brand to the portrait video style using creative combinations of split-screens, fast-paced editing and on-screen text to help match the unique style of the other Snapchat original shows.…

    Team Coco's Comedy Club is an animated stand-up comedy show produced by TBS and Team Coco Digital and is available exclusively on Snapchat. The show is currently in its first season.

    For this project I acted as the Senior Video Editor and Post-Production Supervisor. I was heavily involved in adapting our brand to the portrait video style using creative combinations of split-screens, fast-paced editing and on-screen text to help match the unique style of the other Snapchat original shows. It was a challenging project in the best way possible to help guide the various media elements from the live comedy shoot, the animation studio and the various creative input from all of the stakeholders involved in this project.

    See project
  • Conan360 LIVE: A Live Multicamera 360/VR Preshow @ Comic-Con (2017)

    -

    For our fourth iteration of Conan360, we outdid ourselves once again and produced 4 hour-long live preshows from the roof of the Spreckels Theater in San Diego during Conan's week of Comic-Con broadcast specials. Working with the production company 30 Ninjas, we wired four Nokia Ozo cameras at four different locations including: the roof, the stage, the talent entrance, and with the fans in the lobby. We had interviews with the cast members from ‘Game of Thrones’ and ‘Kingsmen,’ in addition to…

    For our fourth iteration of Conan360, we outdid ourselves once again and produced 4 hour-long live preshows from the roof of the Spreckels Theater in San Diego during Conan's week of Comic-Con broadcast specials. Working with the production company 30 Ninjas, we wired four Nokia Ozo cameras at four different locations including: the roof, the stage, the talent entrance, and with the fans in the lobby. We had interviews with the cast members from ‘Game of Thrones’ and ‘Kingsmen,’ in addition to exclusive guests for the stream, games with fans, highlights from the broadcast show and even a live daily segment with Conan himself.

    The show itself was very groundbreaking. Live streaming in 360 degrees is complicated in and of it self. Not only did we stream live in 360 to multiple platforms, but we did it with four different cameras that were switched by a director, added in animated lower third graphics in 360, and we even rolled in pre-taped 360 videos. Rolling in pre-taped 360 videos was a concept that we had never seen before and it enabled us tell a much more immersive story. For the pre-taped segments we shot Conan giving several tours around our offices at Warner Bros. Studio in Burbank during the lead-up and planning for our week of shows. We also captured Conan behind the scenes in 360 as he taped some of his trademark "remote" segments. In addition to that we also had three hosted tours of the various super hero & cinema museums on the Warner Bros. Studio Lot.

    The show was streamed live simultaneously to Facebook, YouTube, and TeamCoco.com. Highlights were also featured on the VR-centric LittlstarVR & SamsungVR platforms. It was a true technical accomplishment and a remarkable achievement for our team.

    See project
  • Catch Coco: iOS & Android AR App

    -

    For Conan's week of shows at the historic Apollo Theater in New York City, Team Coco Digital built and released a Pokémon GO parody iOS & Android game called ‘Catch Coco.’ In the app fans were encouraged to seek out 12 different hoagie-eating "Conans" that were placed at 12 NYC landmarks. After arriving upon a "Conan" in the wild, fans would then enter an AR battle mode and would toss several of Conan's iconic desk ornaments in an effort to capture the "Conan." The first fans to successfully…

    For Conan's week of shows at the historic Apollo Theater in New York City, Team Coco Digital built and released a Pokémon GO parody iOS & Android game called ‘Catch Coco.’ In the app fans were encouraged to seek out 12 different hoagie-eating "Conans" that were placed at 12 NYC landmarks. After arriving upon a "Conan" in the wild, fans would then enter an AR battle mode and would toss several of Conan's iconic desk ornaments in an effort to capture the "Conan." The first fans to successfully capture each Conan won a bag of prizes and even had a chance to meet Conan himself.

    For this project I started with the role of Technical Manager and ended up finishing the app in a Project Manager role. We delivered the app on time with less than an 8 week turnaround including a nearly 24 hour work cycle with our international developers. The app was a huge hit with our fans, a technical achievement and a timely parody in the heyday of Pokémon GO.

    See project
  • CONAN360 @ San Diego Comic-Con (2016)

    -

    After delivering unprecedented 360° experiences during the CONAN travel weeks in both 2014 & 2015, Team Coco delivered another huge technical leap forward during the 2016 travel week by offering 4 different 360° views from inside Spreckels Theater. Viewers were able to watch parts of the show from unique vantage points including on-stage, in the audience, up on the balcony and even backstage during the arrival of celebrities. Using 4 Nokia Ozo cameras, we recorded a program feed and even had a…

    After delivering unprecedented 360° experiences during the CONAN travel weeks in both 2014 & 2015, Team Coco delivered another huge technical leap forward during the 2016 travel week by offering 4 different 360° views from inside Spreckels Theater. Viewers were able to watch parts of the show from unique vantage points including on-stage, in the audience, up on the balcony and even backstage during the arrival of celebrities. Using 4 Nokia Ozo cameras, we recorded a program feed and even had a live on-air preview when Andy Richter watched our live 360° program feed via an Oculus Rift headset. Clips were trimmed down and posted online the same night to coincide with the linear broadcast on TBS.

    I acted as the technical liaison between the 360 vendor and the CONAN production crew and also oversaw the post-production process.

    See project
  • Scrapisode (2016)

    -

    Edited and oversaw media delivery and approval for the majority of CONAN rehearsal outtakes for the hourlong television broadcast special.

    See project
  • Serious Jibber-Jabber with Conan O'Brien

    -

    Conan O’Brien’s web-only talk show, ‘Serious Jibber-Jabber’ is an hourlong discussion with artists, historians and biographers. The long-form nature of the show enabled a much deeper dive into topics that wouldn’t fit into a standard segment on our daily show.

    For Serious Jibber-Jabber I developed a sustainable post-production process involving editing in coordination with the show’s director and segment producer.

    See project
  • Scrapisode (2015)

    -

    I edited more than 50% of the CONAN rehearsal outtake Scraps that were used in the episode and coordinated with the on-air team for asset delivery for this one hour broadcast special.

    See project
  • Team Coco Video Encoding Profiles

    -

    Designated and tested the various iterations of video encoding profiles for TeamCoco.com and Team Coco's mobile apps and syndication feeds.

    See project
  • Clueless Gamer

    -

    I acted as one of the camera operators, video editors and video. Sprite design for Conan O'Brien's popular video game review series Clueless Gamer. These Clueless Gamer videos have been viewed over 140 million times to date.

    See project
  • CONAN360 in Dallas

    -

    I operated and supported a 360° camera during the pioneering CONAN360 production that was a first of its kind in late night television. During the week we captured unprecedented 360° looks at what it's like to go on a remote shoot with Conan O'Brien as well as the excitement during live tapings of CONAN at the Majestic Theater in Dallas. I was also the primary editor and oversaw the post-production workflow for the project.

    See project
  • Occupy Conan

    -

    In January 2013 the TBS show CONAN became television's first late-night talk show to present an episode featuring scenes entirely re-created by fans. I participated in the planning of how to divide up the show, how to process incoming submissions and how to coordinate the delivery of the media to the on-air team. The show went on to be nominated for an Emmy.

    See project

Honors & Awards

  • [TEAM NOMINATION] OUTSTANDING CREATIVE ACHIEVEMENT IN INTERACTIVE MEDIA WITHIN AN UNSCRIPTED PROGRAM

    Television Academy

    Team Coco was nominated for our outstanding work the multi-platform interactive experiences related to the "CONAN Without Borders" primetime specials from Japan & Australia.

  • [TEAM NOMINATION] OUTSTANDING INTERACTIVE PROGRAM

    Television Academy

    Team Coco was nominated for our incredible year-long work on the multi-platform experiences to support the ever-growing Conan O'Brien brand.

  • [TEAM AWARD] OUTSTANDING CREATIVE ACHIEVEMENT IN INTERACTIVE MEDIA WITHIN AN UNSCRIPTED PROGRAM

    Television Academy

    Team Coco Digital won the 2018 Emmy Award for our groundbreaking multi-platform fan experience to support Conan's primetime "CONAN Without Borders" specials.

  • [TEAM NOMINATION] OUTSTANDING INTERACTIVE PROGRAM - 2016

    Television Academy

    Team Coco was nominated in 2016 for the myriad of groundbreaking experiences that the digital team added to the traditional linear experience including virtual reality experiences, video live streams, and exclusive access to Conan.

  • [TEAM NOMINATION] OUTSTANDING INTERACTIVE PROGRAM - 2013

    Television Academy

    The Team Coco Emmy Award-winning "Multi-Screen Experience" Sync App was nominated for the 2013 Emmy Awards.

  • [TEAM AWARD] OUTSTANDING CREATIVE ACHIEVEMENT IN INTERACTIVE MEDIA - ENHANCEMENT TO A TELEVISION PROGRAM OR SERIES - 2012

    Television Academy

    Team Coco Digital won the 2012 Emmy Award for their tablet sync app that followed along live with the broadcast and delivered bonus digital exclusive content.

  • WEBBY AWARDY: ONLINE FILM & VIDEO - HOW-TO & DIY (PEOPLE'S CHOICE)

    Webby Awards

    I won a Webby Award for my work producing & editing Current TV's "Viral Video Film School" series.

Languages

  • English

    Native or bilingual proficiency

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