Chief Executive Officer
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@ea.com
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Brent Pease is listed as CEO Dev Stream Labs Inc. Veteran company, product, and team builder. Founder resulting in Electronic Arts acquisition, Entrepreneur at WAGMI Games, based in South Pasadena, California, United States. AeroLeads shows a work email signal at ea.com, phone signal with area code 415, 626, and a matched LinkedIn profile for Brent Pease.
Brent Pease previously worked as Chief Executive Officer at Dev Stream Labs Inc and Advisor at Wagmi Games. Brent Pease holds B.S., Electrical Engineering from University Of Iowa.
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AeroLeads found 1 current-domain work email signal for Brent Pease. Compare company email patterns before reaching out.
Driven product leader with a passion for all things that make people say "Wow". I build and lead large international teams to accomplish great things by empowering people and helping them inspire others to do their best work.Magic Potion Games is working on a safe platform for children under 13 to online game. I am leading the technical, operations, and business development aspects of the business. This involves building out our global development team, establishing best production practices, and overseeing all technical aspect of development.At Wagmi Games I am transforming the company from a single project to an organization. I am clarifying existing roles and bringing in new talent to fill critical gaps. I have been building out the advisory board and creating opportunities to raise VC investment. In addition I have been working with our new talent to help organize the development processes that our partners use to increase the rigor of our production flow. Finally, I have been diversifying our development capability to multiple studios across the world.In the past, I have helped build Industrial Toys from the ground up, navigated it's sale to Electronic Arts, and have grown the studio to 120 North America employees and over 60 international resources in India, Columbia, China, Russia, and Ukraine. I develop and implement strategies to keep our costs down and quality of work high by expanding into lower cost centers around the world.Specialties: Team building, Executive Leadership, product management, game development, engineering management, C/C++, 3D computer graphics, Unreal Engine, large-scale software development, backend services, real-time operating systems, DSP, UI development in Qt and JUCE, computer animation, and Python.
Listed skills include Software Development, Embedded Systems, Digital Signal Processors, Mobile Devices, and 37 others.
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We are developing the next generation of easy to use and hassle free development team infrastructure systems and tools. Stay tuned!
Irvine, California, Us
Strategy, Operations and Technical Leader
Redwood City, Ca, Us
Responsible for day to day operations of the 115 person and growing Industrial Toys studio, developers of Battlefield Mobile. This includes hiring for our expanding team, establishing production processes, executive communication, planning release schedules, managing finance plans, overseeing facilities including the build out of a new 19,000 sqft office space, and managing overall team health. I drove our low cost center strategy, determining global partners and team communications plans. I setup teams in India, Shanghai, Columbia, and St. Petersburg by effectively working with internal EA groups and external global partners like TechRound and Globant as well as Studios such as Efecto Games and Farbridge Games. I worked to integrate these resources into our regular communication systems and production processes.I found time to make technical contributions as well. I developed an event driven economy simulator in C++. I also implemented the first audio nodes for our Battlefield Mobile UE4 prototype project.
Pasadena, California, Us
Gunslinger Studios is making games that give players synchronous multiplayer in under 60 seconds, narratives determined by the player community, and fiercely one-handed controls that turn your phone into a weapon of (gaming) destruction for your friends. The first title, Exiles of Embermark, is a combat RPG that features all of those items plus an event system that keeps players on their toes every day.
I have contributed to the past several releases of the Nektarine plug-in including Juce based UI work, midi routing system, and control software for their drum controlled Aura.
Industrial Toys is a mobile game developer bringing high-quality games to core gamers. EA acquired Industrial Toys in July 2018.As CTO, I am responsible for engine selection, high-level technical policies, facilitating engineering communication and codesharing across teams, game services, and supporting the engineering leads on our projects. As executive producer, I establish project management systems then work with the team leads to ensure they are understood and executed successful. I also ensure milestones, tasks, and progress tracking are organized and communicated. As day-to-day business manager, I am responsible for handling financial, legal, tax, and infrastructure issues.I led engineering development of our first product, Midnight Star, a first-person shooter for iOS. This involved both client-side engineering work using the Unreal Engine and managing the backend systems based on Ruby, Node.js, Redis, MongoDB, and MySQL. I developed the data authoring system and modified the Unreal Engine core object system to directly use Excel files. I also developed the gesture recognition system, the in-game store and client-side purchasing system, the achievement and stat system, the live data updating system, the analytics system and the initial AI implementation.In order to better understand our monetization potential, I developed a Python-based detailed macroeconomic simulation of a freemium iOS app factoring in install rate, retention curve, paid user acquisition, projected ARPDAU, top chart value, and periodic update plan to produce a day by day projection of DAU, revenue, and lifetime value.As the company transitioned away from original IP development and into strategic partnerships I managed an engagement with Epic Games to improve the UE4 mobile experience. I have also been technically contributing to Avermetrics, an audio test equipment manufacturer. I wrote a Qt based app for users to author audio tests and execute them on Avermetrics products.
At Avermetrics I initially worked on fixing firmware bugs and making optimizations to their hardware product AverLAB. I then wrote a Qt application to control the AverLAB hardware. The application allowed the user to author tests, create sequences of tests to run automatically, and apply limits to test results to very correctness of the device under test. It could display results of sweeps and FFTs in an intuitive graph.
Glendale, Ca, Us
As Program Manager I was responsible for DreamWork's next-generation lighting system to improve artist efficiency and enable greater creative freedom. This cross-functional program involved six areas including application development, software as a service infrastructure, asset and data management, rendering, FX, and pipeline. The total team size was approximately 60 engineers.As Sr. R&D Manager, responsible for a team of 10 engineers developing asset and data management technology for a next-generation feature animation system.Joined as R&D Manager then promoted to overall Program Manager and Sr R&D Manager.
Burlington, Ma, Us
At Digidesign/Avid I was responsible for core audio engine technology including the disk engine, host system drivers, hardware/software interface, audio signal mixing, and embedded real-time OS for high-end audio products.I developed a RTOS from scratch for the x86 processor. This RTOS powered Digidesign's Ethernet-based PCI expansion chassis that allowed legacy PCI-based DSP accelerator cards to run in a dedicated x86 machine while connected to a modern PCIe based machine over a gigabit Ethernet connection. The RTOS was able to achieve context switches in just under half a microsecond.I proposed and lead the early development of two PCIe-based cards, one x86 based and one based on a TI DSP. Both of these cards were designed to handle complex audio algorithms at low latency.I joined as individual contributor and was promoted to Tech Lead, then Manager, then Director Of Engineering.I was also a member of Avid’s Global Engineering Team helping to establish global engineering teams in Eastern Europe and China.
Developed AppBeat, a real-time in-application performance and memory monitor that would report static performance analysis and memory analysis as an application is used.Developed web based online store for the sale of AppBeat.
For Apple: ported RAVE onto OpenGL for OSX compatibilityFor Metrowerks: Assisted in general development of compiler and linker products and assisted larger customers with problems. Wrote Mach-O linker from scratch.
Bellevue, Wa, Us
Developed original game concept, Oni, based on fusing third-person fighter with shooting elements in a fully 3D environment. Oni won Best Action Game award at 1999 E3 conference. As engineering lead, developed core 3D engine, environment engine, data management and level loading mechanisms, and scripting engine.
Cupertino, California, Us
Managed team of engineers responsible for interactive 3D rendering technologies. Participated in the development of QuickDraw 3D and RAVE. Wrote the QuickDraw 3D Interactive Renderer. Implemented multi-processor QuickDraw 3D Interactive Renderer. Started as individual contributor then promoted to Tech Lead and then to Engineering Manager.
Cupertino, California, Us
Worked on 3D graphics hardware drivers. Ported GCC compiler to MPW development environment. Participated in the development of a custom GCC backend for a research project.
Quick answers generated from the profile data available on this page.
Brent Pease works for WAGMI Games.
Brent Pease is listed as CEO Dev Stream Labs Inc. Veteran company, product, and team builder. Founder resulting in Electronic Arts acquisition, Entrepreneur at WAGMI Games.
AeroLeads has found 1 work email signal at @ea.com for Brent Pease at WAGMI Games.
AeroLeads has found 3 phone signal(s) with area code 415, 626 for Brent Pease at WAGMI Games.
Brent Pease is based in South Pasadena, California, United States while working with WAGMI Games.
Brent Pease has worked for Dev Stream Labs Inc, Wagmi Games, Magic Potion Games, Electronic Arts (Ea), and Gunslinger Studios.
You can use AeroLeads to view verified contact signals for Brent Pease at WAGMI Games, including work email, phone, and LinkedIn data when available.
Brent Pease holds B.S., Electrical Engineering from University Of Iowa.
Brent Pease is listed with skills including Software Development, Embedded Systems, Digital Signal Processors, Mobile Devices, Agile Methodologies, Software Engineering, Opengl, and Device Drivers.
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