Bill Petro

Bill Petro Email and Phone Number

VP Engineering @ Specular Theory
Venice Beach, California
Bill Petro's Location
Murrieta, California, United States, United States
Bill Petro's Contact Details
About Bill Petro

•Excel at directing technology, building teams and shipping great games. Responsibilities include hiring, training, mentoring and leadership.•Built and managed teams ranging in size from a four person game company, to large teams of 100 or more developers.•Extensive experience synchronizing development between internal and external groups.•Have travelled extensively for firefighting and due diligence to developers in Japan, Russia, UK, Canada, and the US.

Bill Petro's Current Company Details
Specular Theory

Specular Theory

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VP Engineering
Venice Beach, California
Employees:
34
Bill Petro Work Experience Details
  • Specular Theory
    Specular Theory
    Venice Beach, California
  • Bazooka Tango
    Vice President Of Engineering
    Bazooka Tango Nov 2024 - Present
    San Mateo, Ca, Us
  • Skydance Interactive
    Technical Director
    Skydance Interactive Oct 2023 - Nov 2024
  • Striking Distance Studios
    Development Director
    Striking Distance Studios Jun 2022 - Jul 2023
    San Ramon, Ca, Us
  • Striking Distance Studios
    Product Technical Director
    Striking Distance Studios May 2020 - Jul 2023
    San Ramon, Ca, Us
  • White Elk Llc
    Technical Director
    White Elk Llc Apr 2019 - May 2020
  • The Pokémon Company International
    Studio Engineering / Executive Producer
    The Pokémon Company International Jan 2017 - Apr 2019
    Bellevue, Washington, Us
    • Built a new internal development team from scratch. Hired a team of 42 developers for an internal team, an external development team and a server team.• Created an external development team to take over production on Pokémon Trading Card Game Online (TCGO), a live product that has been running for over six years on PC and mobile. Reduced live incidents from over one per day to less than one per month.• Worked with other groups to redesign and relaunch the Pokémon TV mobile product. Created new processes for stakeholder management, release planning and external development and testing.• Worked on several unannounced projects and prototypes. Created process for running multiple prototype teams in parallel with overlapping resources and unaligned ship dates.• Successfully brought Pokémon Card Dex, the first internally developed product released by TPCi, from concept to launch.• Designed and developed process for continuous ship, live ops, design greenlight, release planning, multiplayer services and backend deployment.• Designed the technology for several Trading Card Game systems, including matchmaking, player wallet, server authoritative gameplay and procedural card generation.
  • Glu Mobile
    Senior Technical Director
    Glu Mobile Sep 2015 - Jan 2017
    San Francisco, Ca, Us
    • Responsible for developing and implementing game development process across all disciplines.• Shipped two games from the new studio: Britney Spears: American Dream (4.5 stars) and Nicki Minaj: The Empire (5 stars) on iOS and Android.• Working with a newly created studio, designed our local back-end server technology that supports both of our mobile games with a focus on uptime, and zero data loss at a low cost using AWS.• Developed strong ship discipline across two teams that allows for twice monthly updates for both projects as well as continued live support.• Hired, trained, mentored and retained a team of 30 programmers for two development teams and a central server team.• Created process for production and test coordination that resulted in very low bug counts and excellent review scores.• Worked with central technology teams to integrate best in class tools and libraries that allowed for more features at a lower cost and reduced risk.
  • Salty Games
    Project Lead / Lead Programmer
    Salty Games Sep 2014 - Sep 2015
    • Lead Programmer on Asteroids Outpost a PC FPS MMO.• Responsible for all gameplay, backend, server setup and manage. Game is programmed in C++ using a custom engine.• Project Lead responsible for overall project tracking, running test and managing the publisher (Atari).• Managed Steam page, uploading of builds, and communication with the community.• Created several custom features that required significant load testing to insure server could handle load without adding lag.
  • Activision
    Director Of Technology
    Activision Apr 2011 - Sep 2014
    Santa Monica, California, Us
    •Responsible for insuring a great online experience for Call of Duty, Skylanders and other Activision properties.•Manage a team that works directly with developers to add new online features, and improve existing features for a best in class online experience for users.•Work with back-end team to plan the creation of new online features that will be used by multiple game teams.•Work with console, pc, and mobile developers to identify potential issues, and fix/enhance online features.•Work with publishing to gather requirements for games, and collaborate with the teams to find the best way to implement.•Negotiate with first party providers (Microsoft, Nintendo, and Sony) to influence decisions that will get the best possible features for Activision games on new and existing console hardware.
  • Bill Petro Games
    Technical Director
    Bill Petro Games Nov 2009 - Apr 2011
    •Technical Director on an unannounced PS3 Multiplayer online action shooter game.•Lead Programmer directing a four person team on an unannounced Facebook social game.•Shipped Galactic Conquest iPhone as Lead Programmer and Designer.•Created PS3 instancing code that allowed for 10 million trees at 60 FPS for Arktos Entertainment. •Designed and programmed smooth, realistic 6-axis controller systems for Airplane PS3 demo.•Developed Nancy Drew DS as Lead Programmer and Producer for Gorilla Games.
  • Teneros
    Vice President Technology
    Teneros Oct 2009 - Nov 2010
    Us
    •Managed team of 50 programmers creating HA/DR solutions for Microsoft Exchange•Worked with clients to determine new features needed.•Collaborated with marketing and sales on creative ways to package and sell the existing products in new ways.•Developed new technologies for data mining on social networks.
  • Majesco Entertainment
    Studio Head/ Vice President Internal Development
    Majesco Entertainment 2007 - 2009
    South Plainfield, New Jersey, Us
    •Built studio from ground up: created all production plans, hired staff of 19, and managed studio.•Developed the core DS and Wii engine technologies.•Programmed core gameplay code for WonderWorld DS & Our House DS.•Vetted, signed on, and managed, and external team for development of Night at the Museum Wii.•Shipped two DS and one Wii title in the first 14 months.
  • Riot Games
    Founder, Cto, Executive Producer
    Riot Games Jan 2006 - Sep 2007
    Los Angeles, Ca, Us
    •Hired original team of 40.•Built core prototype that successfully received Round A funding.•Managed dev team, built project schedules, worked with art and design to create strong pipeline.•Created core networking code and backend server.
  • Sega Of America, Inc.
    Senior Vice President Development
    Sega Of America, Inc. 2005 - 2006
    Irvine, California, Us
    •Shipped over 15 games for holidays: all on time and on budget.•Vetted new developers and helped existing developers with technical issues including on-site support.•Succeeded in shipping Sonic (Shadow PS2, XBOX, GCN) game before Thanksgiving: a first for the franchise.•Shipped the first ever 3rd party XBOX 360 game: Condemned.•Extensive work with Microsoft and Sony to push through approval for Sonic Shadow PS3, 360.
  • Atari
    Vice President Product Development
    Atari 2001 - 2005
    New York, Us
    •Successfully transitioned Humongous from 2D-PC to 3D-Console, making the brand profitable.•Shipped over 30 sku’s on PC, GBA, MAC and PS2 with average sales of over 500K units.•Four products were in the top 20 selling PC games in 2003: Backyard Baseball, Basketball, Football and Hockey.•Built the #1 kids brand in 2003. Beat Harry Potter on PC, generating over $45 MM in revenue for Atari.•Moved non-core development to outsource groups, increased profit while maintaining quality.
  • Konami
    Director Of Development
    Konami Oct 2000 - Mar 2002
    Chuo-Ku , Tokyo, Jp
    •Shipped Frogger PS2 as Lead Programmer and Executive Producer.•Shipped ESPN NFL Primetime PS2 as Development Director and Producer. •Designed and coded a DMA optimized PS2 polygon pipeline which increased engine performance by 500%.•Worked with Sony directly on Frogger PS2 to insure game would make Holiday.
  • Electronic Arts / Westwood Studios
    Lead Programmer
    Electronic Arts / Westwood Studios 1995 - 1999
    Las Vegas, Nevada, Us
    •Managed team of 40 on Lands of Lore II PC as Lead Programmer. •Created 3D Sprite system for the Blade Runner PC character display system. •Designed various graphical sub-systems for Command and Conquer and Red Alert PC.

Bill Petro Skills

Game Development Video Games Xbox 360 Casual Games Leadership Ps3 Computer Games Console Mobile Games Mmo Social Games Game Design Software Development Product Development Gameplay Multiplayer Team Building C++ Unity3d Moba Development Customer Retention Free To Play Cpi Ltv C# Unreal Engine 4

Frequently Asked Questions about Bill Petro

What company does Bill Petro work for?

Bill Petro works for Specular Theory

What is Bill Petro's role at the current company?

Bill Petro's current role is VP Engineering.

What is Bill Petro's email address?

Bill Petro's email address is bp****@****ios.com

What is Bill Petro's direct phone number?

Bill Petro's direct phone number is +165053*****

What skills is Bill Petro known for?

Bill Petro has skills like Game Development, Video Games, Xbox 360, Casual Games, Leadership, Ps3, Computer Games, Console, Mobile Games, Mmo, Social Games, Game Design.

Who are Bill Petro's colleagues?

Bill Petro's colleagues are Sophie Dee, Daniel Bodunov, Zak Nelson, Sam Nozik, Joshua Bowers, James Licata, Brian Depasquale.

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