Richard Browne Email and Phone Number
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An Entertainment Industry Executive and a veteran with over thirty years experience in interactive software development and publishing. In running production teams at several major publishers I've worked with the best and brightest teams across the globe and helped bring to life dozens of hit games across every platform.A specialist at developing brands and Intellectual Properties across multiple media platforms, I have directed content development, storytelling and publishing strategy of both licensed and original content for numerous publishing companies Worldwide.
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DirectorBlue Moon Production Company Jan 2024 - PresentThe one thing I've dedicated my life to is video games. I've had a career creating games that has developed and matured with the industry for over 35 years. Game development, publishing, transmedia and business development, I've worn many hats, and developed many projects both small and large. I set up Blue Moon to work with developers and publishers to help develop, create and find partners that can work together to produce the next generation of entertainment.Building games today is about working smarter and more collaboratively than ever before. It's about understanding the ever evolving market, being able to adapt where necessary, and finding a path to be commercial while keeping true to a creative vision.With Blue Moon I hope to be an add beneficial insight to developers as they go through the process of building their games. I hope to be a conduit for connecting teams with additional resources, whether development, publishing or capital. To give market insight and open unforeseen possibilities. To ensure their games stay true to their vision. For both developers and publishers looking at the market and the titles they have in development, I offer an honest, forthright assessment and review.The opportunity to do something like this only comes around rarely. Once in a Blue Moon. -
Head Of External ProjectsDigital Extremes Sep 2018 - Nov 2023London, Ontario, CaSet up and ran Third Party Publishing for Digital Extremes. As Head of External Projects my role was to continue Digital Extremes expansion by growing and leading a publishing team to drive its presence as an leading global independent publisher. I work to identify the best third party developers across the globe to deliver the next generation of compelling premium or free to play games primarily targeting PC and console platforms but with long term mobile potential. Our first title as an independent publisher, Wayfinder, was announced at TGA's in December 2022 and released into Early Access in August 2023 on PC, PS5 and PS4 with full crossplay and crosssave. It will move onto new platforms and into Free to Play in 2024.In addition to handling strategic planning, acquisition and business development I run a remote team that works directly with the outside developers to help guide them in all things design, tech, art and community, and direct our marketing team to achieve a global presence for our games. We work to share the wealth of experience we have amassed in the many years of Warframe to help our development partners grow and define themselves and to position themselves for success in a GaaS world. My team has also developed a standalone account and backend infrastructure to ensure that our external partners can focus their time on the game content and the true minute to minute player experience.Digital Extremes was acquired by Tencent in late 2020. I worked closely with the Tencent executive and business development teams to bring new opportunities to the group as a whole, and foster collaboration between studios Worldwide. Reviewed product proposals, investment proposals and performed due diligence on studios across the globe. -
Vice President Production (Consultant)Athlon Games, Inc. Mar 2018 - Aug 2018Athlon Games, Inc., is the publishing division of Leyou Technologies Holdings Limited. Leyou Technologies is the owner of Warframe developer and publisher Digital Extremes and renowned developer Splash Damage, based in the U.K.As a consultant I oversaw all Western development activities as well as building the foundations for the publishing side development services such as QA, localization and customer support. I was brought in to bring major projects into alignment and to implement development pipelines to ensure efficiency for the long term. - Updated production systems between West and East to ensure smooth communication and up to date learning and understanding could be shared in real time. -Put in place outsourcing pipelines for external teams to control costs and team sizes. - Managed and rescoped Transformers project to ensure that it would hit the necessary quality bar and content levels to reach a successful launch and provide content at a rapid rate in a GaaS model.- Redeveloped Bloodties IP to position it in a more original space to allow for broader content growth and expansion of the franchise in the future.- Evaluated new projects, technologies and licensed IP for future exploitation.
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Partner And Head Of InteractiveMany Rivers Productions Inc. Aug 2015 - Feb 2018Many Rivers develops franchises for film, television & interactive narrative. We are in the business of producing unique experiences, both original and based on known IP, that evolves interactive story telling to another level. We change players into actors, allowing them to play the part, be the part and channel the emotion and experience as an actor would on a stage. We develop software for mobile, console, PC and VR systems.As well as a writer, producer and director I lead the development of the technology behind our projects and work with writers and creative teams to form a cohesive product strategy. I work to intertwine the interactive elements into the story format so that they enhance the product rather than detract from the underlying property. I work to ensure our projects appeal to the broadest possible consumer base across the most viable platforms. I lead the business development process working with IP holders, writers, publishers and developers to bring the products to market.At Many Rivers we use proprietary software technologies to streamline the production of interactive narrative for mobile, tablet, console, PC and Virtual Reality systems. We empower our creators, artists, writers and directors to be able to play their story before they make their story, ensuring costs and expectations are always crystal clear. This Storyforge technology, developed by our partners at Deck Nine Games, is what powers the new Square Enix title - Life is Strange : Before the Storm.Our goal is to develop the next evolution in narrative. -
OwnerChemical X Productions Oct 2011 - Feb 2018I founded Chemical X productions to aid independent developers on business development needs and transition into the digital publishing age and free to play gaming.I have worked with a number of publishers and development companies to help their reach into new business opportunities and new areas of interactive gaming, aligning their prior experience to a more strategic future. I have successfully represented developers in building their relationships with leading publishing groups and negotiated deals on their behalf.• Consultant to a major studio on a new publishing venture, devising publishing plan, business plan and leading executive studio sign off.• Consultant to one of the largest independent developers in the World, Behaviour Interactive, working with their executive team to evolve into a vertically integrated digital publishing Company. Structured a development and publishing plan based on a mix of licensed and original titles for iOS and Android platforms.• Executive Producer for the Facebook and Mobile (iOS/Android) game Ballpark Empire in association with Major League Baseball. Redesigned major elements of the game for FTP delivery, tracked metrics and analytics to adjust and deploy updates on a frequent basis.• Consultant to Twiitch (now Gree Australia) on business development of their mobile titles Kart World and Heroes of War : Orks vs Knights.• Consultant, Business Development lead and Advisor to Deck Nine Games evolving the Company first from a console based developer to an agile mobile group focused on free-to-play games (Qube Kingdom, Tales of Honor, MInitropolis) and subsequently into a narrative based studio. Life is Strange : Before the Storm is their latest title in association with Square Enix.
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Evp Gaming And Interactive MediaEvergreen Studios, Llc Feb 2013 - Aug 2015Los Angeles, Ca, UsCreated Evergreen Studios publishing operations on mobile gaming platforms, contracting development talent, driving the specification of the product from pre-production through launch and live operations, analytics and user acquisition thereafter. Responsible for marketing and PR strategy around Tales of Honor: The Secret Fleet that was featured at launch and multiple times thereafter by Apple. Responsible for transmedia development of numerous intellectual properties for Evergreen Studios, LLC developing awareness of franchises across targeted media sources in order to drive consumer attachment and brand awareness while generating revenue. Focused on developing these markets through high quality games, state of the art interactive marketing applications, web sites, comics, graphic novels, television and film. Evergreen Studios first feature film Walking with Dinosaurs launched December 2013, grossing over $130m worldwide. The film was supported by an innovative Augmented Reality "Photo Adventure" application which I designed and produced. In addition Evergreen is engaged in developing the Tales of Honor franchise based on David Weber's Honor Harrington book series and as well as a slate of other original properties. Partnering with Top Cow Comics, I produced the Tales of Honor comic series (launched March 2014) and developed a Virtual Reality comic viewer for show at ComicCon.Responsible for internal proprietary software development aimed at driving cost effective film pre-production methodology and linear story prototyping, as well as an interactive script development system that together provide a foundation for developing high end adventure games/interactive fiction applications. -
Vice President, Core StudiosThq Apr 2003 - Oct 2011Agoura Hills, Ca, UsRan Worldwide external development for THQ over the span of eight years, involving hundreds of titles over every platform from GBA to PS3. Oversaw studio purchases of Big Huge Games, Paradigm and Relic. Managed a Worldwide team of Directors, Project Managers and Creative Mangers working with development partners to produce such groundbreaking games as Dawn of War, Company of Heroes, Supreme Commander, Titanquest, Drawn to Life and Full Spectrum Warrior.Responsible for XDG outsourcing group utilized by both internal and external studios, with teams located in Shanghai and Agoura Hills.Pioneered Digital Development for the company, leading the strategies in the direct to consumer space via Free to Play, social gaming, PSN/XBLA, iOs and other mobile and tablet platforms. -
Vice President, Universal Interactive StudiosUniversal Pictures Apr 2000 - May 2002Universal City, Ca, UsResponsible for Worldwide product development of Universal Studios intellectual properties across all video game platforms and key Studio relationships.. Key franchise developments included Jurassic Park, the Thing, The Grinch, Crash Bandicoot and Spyro the Dragon. Spearheaded the transformation of the company into a self publishing entity after Universal's acquisition by Vivendi. -
Executive ProducerMicroprose Sep 1997 - Apr 2000Paterson , Nsw, AuRan external product development for Microprose from the West Coast office in Alameda overseeing franchises such as Mech Commander, Mech Warrior, GP500 and Falcon. Subsequently the company was acquired by Hasbro Interactive, I then shifted to running development of GAMES.COM, pioneering the development of a java based games portal for Hasbro properties. -
Director Of Product DevelopmentPhilips Media Games Mar 1995 - Jul 1997Amsterdam, Noord-Holland, NlRan Product Development for Philips Media on a worldwide basis, including the setting up of an internal development studio for the company in the North West of England. -
Development ManagerEidos Apr 1994 - Mar 1995Montreal, Quebec, CaRan internal and external development for the European operation. Shifted Domark (as then known) from 16-bit cartridge development to next generation Sony Playstation, Sega Saturn and PC CD development. -
Chief Designer Of The Atg / Project Manager (Psygnosis)Sony Computer Entertainment Europe Oct 1991 - Apr 1994San Mateo, California, UsProject Manager for external titles, set up an internal office to design, produce and write Microcosm for the FM-Towns, a pioneering project that pushed CD-ROM development into a new era. Was Chief Designer of the Advanced Technology Group which became the incubator of development for Sony's new PS-X system - Wipeout, Crazy Ivan, Novastorm were all projects of the ATG. -
Project ManagerEidos Apr 1989 - Oct 1991Montreal, Quebec, CaAt the time known as Domark - was Project Manager for external titles on all 8-bit and 16-bit platforms, mostly arcade conversions of Atari Games coin-ops of the times.
Richard Browne Skills
Frequently Asked Questions about Richard Browne
What company does Richard Browne work for?
Richard Browne works for Blue Moon Production Company
What is Richard Browne's role at the current company?
Richard Browne's current role is Games Industry Executive, Publishing & Development Consultant.
What is Richard Browne's email address?
Richard Browne's email address is rp****@****ail.com
What skills is Richard Browne known for?
Richard Browne has skills like Leadership, Video Game Production, Ps3, Computer Games, Mmo, Interactive Entertainment, Gamification, Digital Media, Business Development, Xbox, Publishing, Casual Games.
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