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Bryan Pritchard Email & Phone Number

Director, Digital Design at Flamingo Electric
Location: Richardson, Texas, United States 16 work roles 1 school
1 work email found @flamingo-marine.com 1 phone found area 310 LinkedIn matched
✓ Verified Jun 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 1 phone

Work email b****@flamingo-marine.com
Direct phone (310) ***-****
LinkedIn Profile matched
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Current company
Role
Director, Digital Design
Location
Richardson, Texas, United States
Company size

Who is Bryan Pritchard? Overview

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Quick answer

Bryan Pritchard is listed as Director, Digital Design at Flamingo Electric, a company with 22 employees, based in Richardson, Texas, United States. AeroLeads shows a work email signal at flamingo-marine.com, phone signal with area code 310, and a matched LinkedIn profile for Bryan Pritchard.

Bryan Pritchard previously worked as Executive Director MarTech Products at Mgm Resorts International and Director, Enterprise & Venue Technology at Flite. Bryan Pritchard holds Associate'S Degree, Animation, Interactive Technology, Video Graphics And Special Effects from The Art Institutes.

Company email context

Email format at Flamingo Electric

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{first_initial}{last}@flamingo-marine.com
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Profile bio

About Bryan Pritchard

Entertainment producer and manager with over 20+ years of experience in managing the development of web, mobile, gaming and software applications and content. My goal is to utilize my experience and skills to assist a development team in bringing top quality productions to market on time and on budget. I am a dedicated individual who works best under my own initiative and loves to learn. I am flexible in a team environment, like to help team members realize their goals and can provide a unique combination of seasoned developer with experienced leadership and management methodologies. A well-organized planner who excels in both technical and creative team environments that fully exercise both skill sets.

Listed skills include Game Development, Video Games, Game Design, Level Design, and 45 others.

Current workplace

Bryan Pritchard's current company

Company context helps verify the profile and gives searchers a useful next step.

Flamingo Electric
Flamingo Electric
Director, Digital Design
Richardson, TX, US
Employees
22
AeroLeads page
16 roles

Bryan Pritchard work experience

A career timeline built from the work history available for this profile.

Director, Digital Design

Current

Grafton, Wisconsin, US

Jun 2024 - Present

Director, Enterprise & Venue Technology

Dallas, Texas, US

Feb 2021 - Oct 2021

Digital Development And Content Producer @ Live Nation Clubs & Theaters

Beverly Hills, California, US

Jun 2015 - Jul 2015

Senior Principal Technical Projects Manager @ Global It

Beverly Hills, California, US

  • Work with customers to define scope and requirements for corporate and public facing web sites such as HouseofBlues.com (for both Desktop and Mobile). Maintain continuous communication with Stakeholders on project.
  • Provide a project overview for each project and determined scope, resource allocation, milestone definitions, and duration for each project.
  • Created and maintained project schedules and milestone deliverables. Ensure that projects are on schedule throughout the course of development. Worked with internal development team to resolve competing project issues.
  • Work with customers on feedback flows and change requests.
  • Work with QA team to define test plan and UAT schedule.
  • Drove the design, implementation, development, and validation tasks to satisfy functional and technology requirements of all sites.
May 2014 - Jun 2015

Founder And Manager

Dogbot Studios, Llc
  • Acting Manager of a company of 8 employees and 6 contractors, responsible for overall company development as well as client management and new business developments.
  • Provide a project overview for each project and determined scope, resource allocation, milestone definitions, and duration for each project.
  • Created and maintained project schedules and milestone deliverables.
  • Drove the design, implementation, development, and validation tasks to satisfy functional and technology requirements of in-house development systems.
  • Developed strong familiarity with iOS, Android and Facebook games marketplaces, trends and best practices.
  • Develop new techniques and tools for creative staff related to emerging and current technology. This includes but not limited to tools scripted in Lightwave, Modo, and Unity, evaluation of off the shelf software.
Aug 2009 - May 2014

President & Cco

US

  • Acting President responsible for overall company development as well as client management and new business developments.
  • Oversaw the company’s 60 employees and multiple external contractors project slotting and development.
  • Worked closely with the CEO on business development, which includes managing existing and new customers, working with customers on current and future projects, managing customer expectations, and maintaining.
  • Provide an overview for each project that determined scope, resource allocation, milestone definitions, and duration for each project.
  • Managed weekly product reviews to validate project direction and provide guidance on new features.
  • Working with the CTO, assisted in the design, implementation, development, and validation tasks to satisfy functional and technology requirements of in-house development systems.
Mar 2004 - Aug 2009

Manager Console Art Division

Vicarious Visions
  • Acted as group manager for the console art division, managing a group of dynamic, creative individuals working on a wide variety of Ps2, Xbox, and GameCube products. The group consisted of 20 artists.
  • Responsible for hiring, performance reviews, salary reviews, artist development, resource planning, mentoring artists and teaching artists how to mentor, training programs, art reviews and introducing pre-production.
  • Worked on Crash Nitro Kart (Xbox, Ps2, and Gamecube) as technical art director, helping the team better understand console art development related to the current platforms. Developed a highly streamline, art package to.
  • Was responsible for scheduling the internal development staff, as well as scheduling and directing an out-house art staff from Russia.
  • Worked on cutting edge titles such as Doom III and Jedi Knight 2 for the Xbox, working to setup processes early to help shorten development cycle as well as giving the teams technical art training.
  • Helped to build the technical and artist abilities within the console art department for the company.
Jan 2003 - Mar 2004

Technical Art Director

US

  • Managed a team of 12 developers, from artist to programmers.
  • Work directly with programmers to develop an “art to engine” pipeline, based on the Renderware platform, for a multiple sku title on all three next generation consoles.
  • Developed easy to use, artist friendly pipeline tools in Maya, based on the plug-in code delivered by the programmers.
  • Work with designers to develop stunning and interesting gameplay.
  • Created and maintained a consistent product schedule as well as milestone deliverables to the publisher.
  • Performed weekly project reviews with each team to validate the current progress and update shareholders as needed.
Dec 2001 - Jan 2003

Technical Art Director

Mesalogic
  • Managed a staff of 6 artists and was responsible for all task delegation and reviews.
  • Created and maintained the art production documentation which covered platform requirements, best practices, and usability features for the Renderware Engine.
  • Created and maintained the production schedules for the creative department.
  • Responsible for building a competent art staff, and getting them up to speed on the development pipeline.
  • Maintain and direct a consistent look and feel to all of the company’s visuals.
  • Work with programmers to develop a quick, art sensitive development pipeline, which includes in house and off the shelf tools.
Oct 2000 - Dec 2001

Art Director

Edge Of Reality
  • Responsible for building a competent art staff, and getting them up to speed on the development pipeline.
  • Hired and managed a staff of 5 artists, was responsible for delegating tasks and managing the creation of assets for multi-platform game titles.
  • Developed documentation for pitches and game designs that included product overviews, feature sets, and requirements.
  • Developed and maintained all schedules for all projects in the art department.
  • Maintain and direct a consistent look and feel to all of the company’s visuals.
  • Work with programmers to develop a quick, art sensitive development pipeline, which includes in house and off the shelf tools.
Oct 1998 - Aug 2000

Lead Technical Artist

US

  • Acted as the primary interface between art and programming and level design to solve art issues as they relate to the production of game assets.
  • Responsible for delegating tasks and managing the creation of art assets for a team of 12 artists.
  • Modeled, textured, and animated numerous low poly characters.
  • Surface creation for model deformations system, head rotation and lip syncing.
  • Worked in conjunction with level design to edit and create geometry for game levels, as well as construction and placement of ambient alias models within levels.
  • Streamlined the asset delivery process by reorganizing directory structures and setting up batch process to deliver assets.
Mar 1997 - Oct 1998

Lead Character Artist

Origin Systems
  • Acted as the primary interface between art and programming to solve design and art issues as they relate to the production of game assets.
  • Responsible for delegating tasks and managing the creation of all character art.
  • Modeled, animated, and textured numerous humanoid characters for a sprite based, isometric environment.
  • Modeled, animated, and textured main interface. Also helped in the creation of a modular interface design.
Oct 1995 - Mar 1997

Technical Artist

7Th Level/Kop Media
  • Designed, modeled, textured, and animated numerous bots and environments for the pc game "G-nome"
  • Modeled, textured, and animated:
  • Assets/Cinematics on "Return to Krondor" pc game
  • Assets on "Infinity" pc game proof of concept
  • Cinematics on "Zombie Mutilator" pc game proof of concept
  • Cinematics on "Monty Pythons The Holy Grail" proof of concept
Sep 1994 - Oct 1995
1 education record

Bryan Pritchard education

  • The Art Institutes
    The Art Institutes
    Video Graphics And Special Effects
FAQ

Frequently asked questions about Bryan Pritchard

Quick answers generated from the profile data available on this page.

What company does Bryan Pritchard work for?

Bryan Pritchard works for Flamingo Electric.

What is Bryan Pritchard's role at Flamingo Electric?

Bryan Pritchard is listed as Director, Digital Design at Flamingo Electric.

What is Bryan Pritchard's email address?

AeroLeads has found 1 work email signal at @flamingo-marine.com for Bryan Pritchard at Flamingo Electric.

What is Bryan Pritchard's phone number?

AeroLeads has found 1 phone signal(s) with area code 310 for Bryan Pritchard at Flamingo Electric.

Where is Bryan Pritchard based?

Bryan Pritchard is based in Richardson, Texas, United States while working with Flamingo Electric.

What companies has Bryan Pritchard worked for?

Bryan Pritchard has worked for Flamingo Electric, Mgm Resorts International, Flite, Live Nation Entertainment, and Dogbot Studios, Llc.

How can I contact Bryan Pritchard?

You can use AeroLeads to view verified contact signals for Bryan Pritchard at Flamingo Electric, including work email, phone, and LinkedIn data when available.

What schools did Bryan Pritchard attend?

Bryan Pritchard holds Associate'S Degree, Animation, Interactive Technology, Video Graphics And Special Effects from The Art Institutes.

What skills is Bryan Pritchard known for?

Bryan Pritchard is listed with skills including Game Development, Video Games, Game Design, Level Design, Gameplay, Animation, Maya, and Mobile Games.

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