David Broadhurst work email
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David Broadhurst personal email
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I'm an experienced results-orientated leader, manager, and architect/developer who can provide cross-functional teams with just the right amount of process to deliver the best possible results. My philosophy is based on agile processes but I’m also an advocate for bespoke processes that are tailored to the core strengths of the team. I'm passionate about building self-sufficient highly organized teams that understand the value of delivering against well-defined goals.As an architect/developer, I'm always ready to embrace difficult problems and drive towards solutions that achieve the best possible results. I've got a consistent record of being able to adapt and thrive within a constantly evolving industry. I’m comfortable working with low-level systems right the way through to high-level scripting languages. My core toolsets include HTML5, CSS3, Javascript, Typescript React, AWS, but I’ll also use engines such as Unity3d when required. I’m comfortable with raw Javascript but also have significant experience with React, Redux, and AngularJS.Skills• Languages - MC68000, 6502, C/ C++, Javascript, Typescript, C#• Frameworks - React, Angular, NodeJS, Express, Unity, AWS, Microservices• SDLC - Waterfall, Agile, Scrum, GitFlow, CI/CD, DevSecOps• Roles - CTO, Director, Manager, Architect, Lead, Developer• Databases - SQL, Elasticseach, MongoDB
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Head Of EngineeringSimx Feb 2022 - PresentMountain View, Ca, Us -
FounderUnion25 Oct 2012 - PresentLake Mary, UsI founded Union25 LLC to develop applications that blur the lines between native and web-based technology stacks. My goal is to deliver applications that don’t compromise on quality by using tools and technologies that allow for rapid development without any unnecessary overhead.• Lead Android-based Multi-Media service• Contrubited to Cloud based UI for Charter Communications -
Principle Software ArchitectZoic Labs Nov 2017 - Mar 2022Culver City, Ca, Us -
Director Of EngineeringZoic Labs Nov 2015 - Mar 2022Culver City, Ca, UsHands-on software architect building and managing a team of full-stack developers making next-gen web applications.• Managed and contributed to multiple Government Full Stack projects• Worked on various R&D / prototype projects using Web and Native stacks• Implemented and used various DevOps and DevSecOps pipelines -
Studio Director Of Production And OperationsVigil Games Aug 2011 - Oct 2012Austin, Tx, UsMoved to Vigil Games to continue and grow the processes that were developed at Kaos. In addition to production, I’m also responsible for studio operations including HR, finance, IT, and recruiting. At its peak, the operations team supported 250 employees.• Darksiders 2 - X360, PS3, and PC -
Director Of DevelopmentKaos Studios/Thq Sep 2009 - Aug 2011UsHired by Kaos to get Homefront back on track after a successful E3 reveal. After some initial discovery defined and executed a plan to develop a predictable road map to project completion. Steps included hybrid waterfall / agile process definitions, management training and mentoring, identifying and hiring for key positions, growing overall Manhattan production capacity, and augmenting additional development support from Montreal and Los Angeles. In addition to my production duties, I also managed the finance and IT departments.• Homefront - X360, PS3 & PC -
Senior Development DirectorElectronic Arts 2006 - Sep 2009Redwood City, Ca, UsI joined EA Tiburon as a Franchise Development Director for the NASCAR and Tiger Woods franchises. Over the years I was involved in all the titles at Tiburon in some way but mostly focused on NASCAR and Tiger Woods. I was directly responsible for Tiburon's first simultaneous X360 and PS3 release. Over the years my duties covered a wide range including team leadership, P&L management, external developer diligence, and new sports IP identification. -
Owner / Cto / Development DirectorGenuine Games Inc. Apr 2002 - May 2006Genuine Games was a privately owned studio that I formed with two business partners. My role was Development Director and CTO. My duties included hiring the best and brightest to build our games, capacity planning, risk identification, and risk mitigation, publisher relations, project acquisition, scheduling, and defining and executing our studio development processes. • 50 Cent Bulletproof - PS2, Xbox• Fight Club - PS2, Xbox
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Cto / Development Director / Lead ProgrammerBlackops Entertainment Llc 1998 - 2002Joined BlackOps as a Lead Programmer to develop Knockout Kings 2000 for the N64. Lead a team of 20+ developers through all phases of the project life cycle. During Knockout Kings 2000 I was promoted to Development Director in addition to my Lead Programmer duties. I was also responsible for developing BlackOps first PS2 & Xbox titles and became the studio CTO.• Knockout kings 2000 - N64• Knockout kings 2001 - PS2• Knockout kings 2002 - Xbox
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Lead ProgrammerCreations Ltd. 1996 - 1998Acquired deep knowledge of the N64 hardware and toolsets. Used SGI Unix development machines and toolsets. Lead a team of 15+ developers to deliver Software Creation's first FIFA title for EA. The success of this title became the foundation for several other projects being placed at Software Creations from EA.• Fifa 99 - N64• World cup 1998 - N64
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Owner / Lead ProgrammerPsionic Systems 1991 - 1996Wrote and developed all engine and toolsets using MC68000 for games listed. As an independent developer, I also secured publishing deals with Europress, Team 17, and Probe Software. I was also responsible for business administration such as year-end tax submissions, quarterly VAT submissions, and financial planning.• Bubble Bobble - Playstation 1, Sega Saturn• Judge Dredd the Movie - Sega Genesis, Sega Genesis 32x• Daffy Duck goes to Hollywood - Sega Genesis• Assassin SE - Commodore Amiga• Overdrive - Commodore Amiga• Assassin - Commodore Amiga• Dojo Dan - Commodore Amiga / Atari ST
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Lead Programmer / Software Development ManagerSoftware Creations 1987 - 1991Developed engine, tools, and music drivers using MC68000 assembly language for all the ST / Amiga games listed. My other duties included the Software Development manager which involved managing other programmers and updating our publishers with project status.• Sly Spy Secret Agent - Commodore Amiga / Atari ST• Ghouls and Ghosts - Commodore Amiga / Atari ST• LED Storm - Commodore Amiga / Atari ST• Bionic Commando - Commodore Amiga / Atari ST• Bubble Bobble - Commodore Amiga / Atari ST
David Broadhurst Skills
Frequently Asked Questions about David Broadhurst
What company does David Broadhurst work for?
David Broadhurst works for Simx
What is David Broadhurst's role at the current company?
David Broadhurst's current role is Head of Engineering at SimX.
What is David Broadhurst's email address?
David Broadhurst's email address is da****@****xar.com
What skills is David Broadhurst known for?
David Broadhurst has skills like Game Development, Ps3, Xbox 360, Video Games, Software Development, Computer Games, Agile Methodologies, Console, Xbox, Mobile Applications, Agile And Waterfall Methodologies, Operations Management.
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