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Chad Mowery Email & Phone Number

Technical Director at Electronic Arts (EA) at Electronic Arts (EA)
Location: Portland, Oregon Metropolitan Area, United States 10 work roles 2 schools
1 work email found @ea.com 4 phones found area 253 and 650 LinkedIn matched
✓ Verified May 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 4 phones

Work email c****@ea.com
Direct phone (253) ***-****
LinkedIn Profile matched
3 free lookups remaining · No credit card
Current company
Role
Technical Director at Electronic Arts (EA)
Location
Portland, Oregon Metropolitan Area, United States
Company size

Who is Chad Mowery? Overview

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Quick answer

Chad Mowery is listed as Technical Director at Electronic Arts (EA) at Electronic Arts (EA), a company 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.

Company email context

Email format at Electronic Arts (EA)

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{first_initial}{last}@ea.com
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AeroLeads found 1 current-domain work email signal for Chad Mowery. Compare company email patterns before reaching out.

Profile bio

About Chad Mowery

See more at: chad-mowery.com

Listed skills include Objective C, C#, Game Development, C++, and 21 others.

Current workplace

Chad Mowery's current company

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

Electronic Arts (EA)
Electronic Arts (Ea)
Technical Director at Electronic Arts (EA)
Redwood City, CA
Website
Employees
5
AeroLeads page
10 roles

Chad Mowery work experience

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

Staff Software Engineer

San Mateo, CA, US

  • 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).
Oct 2019 - Apr 2020

Sr. Software Engineer

Palo Alto, CA, US

  • 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.
Mar 2012 - Mar 2015

Software Engineer

Palo Alto, CA, US

  • 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.
Mar 2011 - 2012

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.
  • 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.
May 2010 - Mar 2011

Software Engineer

Herndon, Virginia, US

  • 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.
Jan 2010 - Sep 2010

Software Engineer Intern

Newtec Epg
  • 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.
Jun 2009 - Dec 2009

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.
Jun 2006 - Jul 2008
Team & coworkers

Colleagues at Electronic Arts (EA)

Other employees you can reach at ea.com. View company contacts for 5 employees →

2 education records

Chad Mowery education

Bachelors Of Science, Computer Science

University Of Washington

Computer Science

Pierce College
FAQ

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 Ulises Espejo Vigil, Jeaye Wilkerson, Alexandru Titire, John Brown, and Madalin Gorneanu.

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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