Chad Mowery Email & Phone Number
@ea.com
4 phones found area 253 and 650
LinkedIn matched
Who is Chad Mowery? Overview
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Chad Mowery is listed as Technical Director at Electronic Arts (EA) at Electronic Arts (EA), a with 5 employees, based in Portland, Oregon Metropolitan Area, United States. AeroLeads shows a work email signal at ea.com, phone signal with area code 253, 650, and a matched LinkedIn profile for Chad Mowery.
Chad Mowery previously worked as Technical Director at Electronic Arts (Ea) and Sr. Software Engineer at Electronic Arts (Ea). Chad Mowery holds Bachelors Of Science, Computer Science from University Of Washington.
Email format at Electronic Arts (EA)
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AeroLeads found 1 current-domain work email signal for Chad Mowery. Compare company email patterns before reaching out.
About Chad Mowery
See more at: chad-mowery.com
Listed skills include Objective C, C#, Game Development, C++, and 21 others.
Chad Mowery's current company
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Chad Mowery work experience
A career timeline built from the work history available for this profile.
Sr. Software Engineer
Staff Software Engineer
Games: Vainglory, Project Spellfire● Designed and implemented a DataModel abstraction layer effectively decoupling data from code, enforcing data validation, and improving new feature velocity (Python).● Spearheaded the Android launch of Vainglory. Transformed an incomplete port of the game to a launch ready title solo (C++, Java).● Designed and implemented a complete constraint-based layout library for a proprietary UI system. Drastically reduced code bloat, improved maintainability, and moved the studio to a declarative UI philosophy (C++).● Built 10+ fullstack game features including guilds, teams, and player quests in an effort to level up game retention and improve monetization (Python, C++, Redis).● Implemented software font rendering tech using the STB C library. Provided dynamic runtime glyph maps allowing our tech to leverage myriad typeface while enabling new language support in engine (C++, OpenGL).● Re-designed and implemented client IAP abstraction layer for iOS and Android in an effort to provide a cleaner more extensible purchase API and enable third party storefronts in China (C++, Objective C, Java).● Designed and implemented dynamic texture atlas support with full pipeline for packing, compositing, and writing atlas data into texture headers with runtime consumption (C++, Python).● Implemented match simulation and tournament management tools improving internal/external developer workflows (Python, Javascript, HTML).● Built a complete in game VoIP Client for Mac, Android, and iOS using the PJSIP C library. Included game to VoIP interface and low level star/mesh topologies (C++).
Sr. Software Engineer
Sr. Software Engineer
Games Shipped: Game of War: Fire Age, Race or Die 2, IMob 2• Mentored new employees and lead junior developer game feature pods ensuring successful first deliverables.• Conducted technical engineering interviews playing a major role in team staffing decisions and company scaling.• One of three engineers to take Game of War from prototyping, to pre-production, production, and finally ship on two mobile platforms.• Significant code contributions and ownership of over 20 game features and core systems in Game of War providing a high quality project codebase to build from.• Designed and implemented a templated Entity Component System fundamentally changing our engine and game systems by decoupling data and logic. The outcome was much more cohesive engine services and cleaner game logic.• Implemented a novel pool allocator interface leveraging weakly-linked unique pointers for engine-level component systems improving engine performance by reducing runtime allocations.• Implemented and optimized core game engine texture atlasing/packing (runtime), sprite batching, and 2d animation systems.• Implemented device accelerometer systems with shader support for 3d UI effects and more.• Built a debug command line interface for in game debugging and on the fly modifications/hot loading massively speeding up design, engineering, and QA iterations.• Implemented Spriter (boned sprites) runtime with full support shader and particle emitter attachment support allowing artists and designers to create really complex animation effects easily.• As a spare time project, I designed and implemented an automated Doxygen code generation builder with web access working with existing build systems.• Squashed countless bugs.
Software Engineer
Games Shipped: Global War, Original Gangsters• Built a scalable, multi-title, server authoritative casino system including 7 mini games with full tool suite as a massive first deliverable.• Designed and implemented the company’s first multi-title tutorial system complete with plug-able metrics support and tooling allowing designers to engage more players.• Rebuilt core project bootstrapping and structure to facilitate rapid prototyping and quickly generate new projects without the need of engineering support.• Designed and implemented multi-title player gifting features with support tools.• Optimized entire game test suite runtime by 75% significantly speeding up automated build processes and developer productivity.
Software Engineer
• Lead developer on a 10 year old ASP .NET ecommerce website port. Performed all necessary feature updates and deprecated API corrections effectively bringing the site up to 2010 standards.• Co-built an interactive math proficiency testing web application for the Colorado Board of Education that tests and tracks student mathematics abilities and problem solving skills--a highly customer-facing product that is used daily by thousands of teachers, students, and district officials.• Maintained a large code base of 3D rendering services supporting complete automation of flash video files from raw model data with validation using a fully integrated audit process.• Built new features and updated critical checkout/purchasing systems for the company’s core ecommerce site which provides the majority of revenue while keeping downtime to an absolute bare-minimum.
Software Engineer
• Responsible for the design, coding, testing, and integration of new system services for a distributed SOA-based tool used for the acquisition and verification of communications in a military operating system.• Maintained and refactored key system services and components producing a more stable code base, higher rates of product efficiency, and happier customers/users.• Operated in an agile environment collaborating with multiple development teams keeping a strong focus on key features resulting in the development of highly disciplined cross-team APIs.• Performed regular design, code, and test review sessions with team members which supported high code standards producing an extend-able and maintainable code base.
Software Engineer Intern
• Acted as a software developer on a team of nine developers for a first-release developer tool deliverable.• Responsible for the design, code, testing, and deployment of two major services in a scalable Service Oriented Architecture middleware operating environment.• Designed, implemented, and tested a customer-facing user interface for an enterprise environment developer tool.• Created and maintained developer-facing APIs for several mission-critical tools and services which ultimately enabled the team to be more productive and avoid milestone crunches.• Imparted an emphasis on quality UML standard design documentation and test-driven design methodologies keeping the team organized and synchronized resulting in a successful final product.
Systems And Network Administrator
• Installed, repaired, and maintained site computers, networking hardware, servers, printing/copying/labeling services, and embedded production software/hardware.• Integrated new software and updates to existing data infrastructure ensuring the company’s IT infrastructure was always up and secure.• Administered employee passwords and security clearances.
Colleagues at Electronic Arts (EA)
Other employees you can reach at ea.com. View company contacts for 5 employees →
Bogdan Musat
Colleague at Electronic Arts (Ea)Bucharest, Romania
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AG
Annie Ge
Colleague at Electronic Arts (Ea)San Francisco, California, United States
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Daniel Florinel
Colleague at Electronic Arts (Ea)Bucharest, Romania
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Jujhar Singh
Colleague at Electronic Arts (Ea)Sahibzada Ajit Singh Nagar, Punjab, India
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Enrique Smith
Colleague at Electronic Arts (Ea)Guadalajara, Mexico Metropolitan Area, Mexico
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VA
Vaishnavi Avineni
Colleague at Electronic Arts (Ea)Hyderabad, Telangana, India
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MK
Mounika K.
Colleague at Electronic Arts (Ea)Hyderabad, Telangana, India
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SR
Susann Richter
Colleague at Electronic Arts (Ea)Greater Munich Metropolitan Area, Germany
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RT
Rttu Trewa
Colleague at Electronic Arts (Ea)Rabat, Rabat-Salé-Kénitra, Morocco
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LS
Ludmila Semjonova
Colleague at Electronic Arts (Ea)Galway, County Galway, Ireland
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Chad Mowery education
Bachelors Of Science, Computer Science
Computer Science
Frequently asked questions about Chad Mowery
Quick answers generated from the profile data available on this page.
What company does Chad Mowery work for?
Chad Mowery works for Electronic Arts (EA).
What is Chad Mowery's role at Electronic Arts (EA)?
Chad Mowery is listed as Technical Director at Electronic Arts (EA) at Electronic Arts (EA).
What is Chad Mowery's email address?
AeroLeads has found 1 work email signal at @ea.com for Chad Mowery at Electronic Arts (EA).
What is Chad Mowery's phone number?
AeroLeads has found 4 phone signal(s) with area code 253, 650 for Chad Mowery at Electronic Arts (EA).
Where is Chad Mowery based?
Chad Mowery is based in Portland, Oregon Metropolitan Area, United States while working with Electronic Arts (EA).
What companies has Chad Mowery worked for?
Chad Mowery has worked for Electronic Arts (Ea), Super Evil Megacorp, Machine Zone, Visual Health Information, and Mantech.
Who are Chad Mowery's colleagues at Electronic Arts (EA)?
Chad Mowery's colleagues at Electronic Arts (EA) include Bogdan Musat, Annie Ge, Daniel Florinel, Jujhar Singh, and Enrique Smith.
How can I contact Chad Mowery?
You can use AeroLeads to view verified contact signals for Chad Mowery at Electronic Arts (EA), including work email, phone, and LinkedIn data when available.
What schools did Chad Mowery attend?
Chad Mowery holds Bachelors Of Science, Computer Science from University Of Washington.
What skills is Chad Mowery known for?
Chad Mowery is listed with skills including Objective C, C#, Game Development, C++, Lua, Opengl, Php, and Artificial Intelligence.
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