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Alan Patmore is a video game designer, producer, and executive who has worked in video game development for over twenty years.He is currently EVP/GM of Humble Bundle where he oversees the strategy, capital allocation, operational plans, and financial performance of Humble Bundle a diversified gaming company with two distinct businesses: Humblebundle.com a leading direct-to-customer e-commerce platform, and Humble Games an award-winning indie game publisher with a proven track record of success. Direct P&L ownership and management of executive leadership teams for both business units. Consistent track record of growing revenue and EBITDA.
Good Games Group
View- Website:
- goodgamesgroup.com
- Employees:
- 4
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Founder And CeoGood Games GroupSan Francisco, Ca, Us -
Founder/CeoGood Games Group Aug 2024 - PresentFounder and CEO of Good Games Group, a new indie game publisher committed to delivering innovative and engaging gaming experiences to players worldwide. As former leaders of Humble Games, our team brings a wealth of industry expertise and a passion for supporting creative, high-quality indie titles.We’re a developer-first publisher, focused on unlocking the full potential of our development partners and pushing boundaries to bring fresh, impactful experiences to the gaming community. With a deep commitment to creativity and community, Good Games Group strives to be a champion for independent game development. -
Evp/GmHumble Games Jan 2024 - Aug 2024Los Angeles, California, UsPrivileged to lead Humble Games an award-winning indie game publisher with a proven track record of success. Direct P&L ownership and management of executive leadership teams. Driven significant double-digit revenue growth in Humble Games, 11M+ units sold life to date, 43 unique titles published since 2018, top 10 Metacritic’s 2022 Game Publisher Rankings three out of the last four years, 25 Game Awards Nominations in 2022, six titles selling 1M+ life. -
Evp/GmHumble Bundle Mar 2019 - Jan 2024San Francisco, California, UsOversees the strategy, capital allocation, operational plans, and financial performance of Humble Bundle a diversified gaming company with two distinct businesses: Humblebundle.com a leading direct-to-customer e-commerce platform, and Humble Games an award-winning indie game publisher with a proven track record of success. Direct P&L ownership and management of executive leadership teams for both business units. Consistent track record of growing revenue and EBITDA. ▪ Successfully grown Humble Bundle into two distinct operational businesses; reorganized the company to support its e-commerce platform with subscription service, bundles, and game store, and Humble Games an award-winning full-service indie games publisher. ▪ Driven significant growth in Humble Games, revenue growth of 50% YoY for the last 3 years at strong 30%+ EBITDA margins, 10M+ units sold life to date, 40 unique titles published since 2018, #3 in Metacritic’s 2022 Game Publisher Rankings, 25 Game Awards Nominations in 2022 and track record of success with six titles selling 1M+ life to date.▪ Accelerate the growth and expanded margin of the game, book, and software bundle businesses through improvements in operational efficiency and product lifecycle management, 24% 3-year revenue CAGR, 44% 3-year EBITDA CAGR.▪ Expanded reach of e-commerce platform through regional expansion, localizing our platform and products and increasing revenue by 50% in APAC.▪ Strengthened Humble Bundle’s mission and purpose, $230M donated to charitable organizations since 2010 including the Stand with Ukraine bundle which sold 473,945 units leading to $20M+ raised for Charity and the creation of the $1M Black Game Developer Fund (BDGF) annual commitment. -
Chief Product OfficerKixeye May 2015 - Nov 2018Victoria, British Columbia, CaCHIEF PRODUCT OFFICEROversaw financial performance of all games, with direct P&L control for key titles (Battle Pirates, War Command-er, War Commander: Rogue Assault, and Vega Conflict) and leading team of General Managers and VPs. Drove efficiency and excellence through targeted initiatives and partnered with fellow executives on major organiza-tional transitions and business efforts. Served as product representative for all board meetings.▪ Grew development organization from 150 people to 500+ over two-year period and product portfolio from 2 to 4 games to $12M+ EBITDA; reorganized company into studio structure to facilitate rapid growth while in-crease product ownership and accountability.▪ Significantly extended product lifecycles, generating over $700 million over the course of 5 years, by creat-ing best-in-class “games as a service” model through major effort to standardize processes, operations, data analytics, roadmap planning, and features for all live products. ▪ Drove machine-learning offer system implemented in War Commander: Rogue Assault, then applied best practices to all other games increasing ARPU 3X for WCRA and flattening revenue decline for BP, WCB and VC.▪ Raised EBITDA margin to 40% or higher for all live titles while cutting cost structure of each team by more than 30%, through offshoring of engineering and art.▪ Transitioned KIXEYE from leader in mid-core social Facebook games to multi-platform developer and suc-cessful mobile developer/publisher.▪ Led development of War Commander: Rogue Assault, KIXEYEs first mobile-only product; grew game to $2M month in revenue with 40% EBITDA margin.▪ Oversaw development of more exploratory/potentially high growth products—Armor VR/AR tank combat game, Tome a MOBA released on Steam, and Unnamed, a 3D real-time strategy game for PC. -
Vp Of ProductKixeye Sep 2012 - May 2015Victoria, British Columbia, Ca -
Studio General ManagerZynga Jul 2011 - Aug 2012San Francisco, California, UsSTUDIO GENERAL MANAGERControlled P&L for major titles (Mafia Wars and CityVille), while managing team of more than 125 artists, design-ers, audio and software engineers, and data/QA analysts.▪ Reversed negative trend (10% month-over-month decline) for Mafia War, delivering 20% revenue growth after just 1 quarter, by creating new seasonal content, introducing new monthly social PVE raid events, and optimizing sales and offer strategy.▪ Raised revenue for Mafia Wars by 30% and slashed product cost structure by 60%, while increasing EBITDA margins by 30%, by leading offshoring initiative to India; systemized transition methodology, which was then repeated by other Zynga studios.▪ Promoted to role running CityVille due to success with Mafia War—turned declining title (15% month-over month loss) and reverse trend to deliver highest DAU game and second-highest revenue-generating product. -
Vice President, Product DevelopmentDouble Fine Productions Mar 2010 - Jun 2011San Francisco, Ca, UsVICE PRESIDENT, PRODUCT DEVELOPMENTLed all phases of development for products, directing team of 55+ artists, designers, and audio and software en-gineers. Managed P&L and development process, for portfolio with more than four products. Delivered Stacking, Iron Brigade, and Costume Quest on time and on budget. Managed 3rd party relationships with publishing part-ners (THQ, Microsoft, WB). ▪ Increased opportunities and potential revenue, leading expansion from single-product studio to multi-team game studio capable of developing a full range of titles for Xbox, PS3, and PC.▪ Secured over $5M in funding, collaborating with CEO and VP of Business Development. -
Studio HeadSurreal Studios/Midway 2004 - Nov 2009Seattle, Wa, UsFollowing sale to Midway, remained in studio leadership role: grew studio from 55 to 75 staffers, drove product development strategy (for Xbox 360, PS3, and PC titles), as well as staffing and organizational growth, and man-aged financials, including $150M+ game budget. Planned product SKUs and handled all public relations functions. ▪ Captured critical acclaim for The Suffering: Ties That Bind, which sold 1.5M+ units across the globe. ▪ Led sale of studio to Warner Brother Interactive in 2009, following Midway bankruptcy. -
President And CeoSurreal Studios/Midway 1995 - 2004Seattle, Wa, UsFounded and set strategy for new company—developed product portfolio and controlled financials. Spearhead-ed creative operations and new title releases. Directed company through growth, including hiring—grew team to 55 designers, artists, and engineers. Led feature set and user interface design for proprietary game engine. ▪ Led company from start to multi-project studio with $7M revenue and 35% EBITDA. Negotiated initial seed funding ($500K) In 1995, then profitable sale to Midway in 2004.▪ Played lead role as creative visionary behind highly successful Drakan franchise (released 1999); released Drakan: The Ancient Gates in 2002 to critical acclaim.▪ Oversaw release of top titles including The Lord of the Rings Fellowship of the Ring (2002; 1.8M+ units sold worldwide) and action-horror hit The Suffering in 2004, which was hailed by critics and sold 1.5M units worldwide.
Alan Patmore Education Details
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Pepperdine UniversityBusiness Administration
Frequently Asked Questions about Alan Patmore
What company does Alan Patmore work for?
Alan Patmore works for Good Games Group
What is Alan Patmore's role at the current company?
Alan Patmore's current role is Founder and CEO.
What is Alan Patmore's email address?
Alan Patmore's email address is al****@****ail.com
What is Alan Patmore's direct phone number?
Alan Patmore's direct phone number is +141540*****
What schools did Alan Patmore attend?
Alan Patmore attended Pepperdine University.
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