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Dennis Crowley Email & Phone Number

Principal Build Lead Engineer at World's Edge
Location: Issaquah, Washington, United States 11 work roles 1 school
1 work email found @probablymonsters.com 4 phones found area 321 and 508 LinkedIn matched
✓ Verified Jun 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 4 phones

Work email d****@probablymonsters.com
Direct phone (321) ***-****
LinkedIn Profile matched
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Current company
Role
Principal Build Lead Engineer
Location
Issaquah, Washington, United States
Company size

Who is Dennis Crowley? Overview

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Quick answer

Dennis Crowley is listed as Principal Build Lead Engineer at World's Edge, a company with 9 employees, based in Issaquah, Washington, United States. AeroLeads shows a work email signal at probablymonsters.com, phone signal with area code 321, 508, and a matched LinkedIn profile for Dennis Crowley.

Dennis Crowley previously worked as Build Architect and Lead Build Engineer at World'S Edge and Senior Build and Release Engineer at Probablymonsters. Dennis Crowley holds B.S., Computer Science from University Of California, Santa Cruz.

Company email context

Email format at World's Edge

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{first}.{last}@probablymonsters.com
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AeroLeads found 1 current-domain work email signal for Dennis Crowley. Compare company email patterns before reaching out.

Profile bio

About Dennis Crowley

I develop tools, infrastructure, and automation, enabling game studios to deliver successful AAA titles on multiple platforms. I am passionate about providing the tools that empower an organization and enable the team to focus on its best creative work.

Listed skills include Video Games, Game Development, Xbox 360, Perforce, and 3 others.

Current workplace

Dennis Crowley's current company

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World's Edge
World'S Edge
Principal Build Lead Engineer
Issaquah, WA, US
Employees
9
AeroLeads page
11 roles

Dennis Crowley work experience

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

Principal Build Lead Engineer

Issaquah, WA, US

Build Architect And Lead Build Engineer

Current
  • Worlds Edge is the Microsoft game studio responsible for the Highly successful Age of Empires and Age of Mythology Franchises.
  • I lead a collaborative team of 6-8 engineers developing and maintaining build and release pipelines for multiple titles on multiple platforms and engines, built in Azure and using Azure DevOps.
  • Developing AAA pipeline support for unannounced titles using Ureal 5, including Horde, UGS, RoboMerge, and other internal proprietary tools, using Azure and Perforce
  • Coordinate work between internal team members, embedded and external contractors and external vendors.
  • Participate and consult in hiring for team members and evaluation of external vendors
Dec 2023 - Present

Senior Build And Release Engineer

Bellevue, Washington, US

  • ProbablyMonsters is an ambitious startup created to take original IP from incubation through AAA release and beyond.
  • As the second member of a highly collaborative team, I helped to design and implement our CI/CD build pipelines from the ground up, to meet the needs of multiple diverse titles.
  • I created a Python package and framework to encapsulate our build system back-end needs, presenting a straightforward command line interface for use in our Jenkins build scripts enabling our team to rapidly add new.
  • Integrated Unreal 4 and 5 into a Jenkins CI/CD pipeline, with Git, Perforce, Sonotype Nexus, for PC, PS5 and XBOX.
May 2020 - Oct 2023

Senior Systems Engineer

Endless Entertainment

We launched a mobile free-to-play episodic narrative choice game for publisher NBC Universal. I helped develop production, build and live-ops processes and automation, and integration of third-party services, including AWS and PlayFab. Post-Launch we released multiple DLC episodes for several shows per week.Titles: Series: Your Story Universe

Nov 2018 - Aug 2019

Senior Software Build Engineer

Malibu & Corte Madera, CA, US

With a small team, I was responsible for ongoing development and maintenance of Telltale’s automated build infrastructure and the management and configurations of builds for many titles on consoles, PCs, and mobile platforms. As Telltale’s games were sold in seasons and episodes, the work was fast paced, and the number of deliveries were at another order.

Nov 2017 - Sep 2018

Software Engineer

Petaluma, CA, US

Throughout the Skylanders franchise, I was the sole responsible party for all build automation systems for CI/CD for delivery of all internal, external, and submission builds on all platforms. I also developed various tooling for other production needs. For example, automating the integration and processing of 10s of thousands of delivered voice assets.

Oct 2010 - Aug 2017

Software Engineer

Novato, California, US

As a member of the Tools and Technology department, I developed and maintained tools in C++, C#, (and internal proprietary language V++) for multi-platform development to support AAA sports titles. This included Maya plugin development, content creation tools, target platform asset conversion, and more. I also ported NBA 2K10 to the OnLive platform.Titles.

Apr 2009 - Oct 2010

Software Engineer

US

At Factor 5 (and its successor, Whiteharvest) My responsibilities included development and maintenance of the data pipeline and artist’s tools, including our proprietary level editor, Maya plugins and scripts, exporters, and asset conversion tools. I was most often the “Go-to” person for troubleshooting technology related art issues, and supported multiple.

May 2006 - Apr 2009

Lead Programmer

Morphonix Llc

At Morphonix we developed educational titles funded by grants from the NIH with a very small team. As the only full-time programmer, I was responsible for technical design, technology development and integration, and gameplay programming using the Torque engine. As a team, we shared responsibility for game design.Titles: Neuromatrix

Sep 2004 - Jun 2006

Programmer

San Francisco, CA, US

I was responsible for build automation, the target platform asset conversion pipeline, Maya exporter development, localization, and finalizing and submission of all SKUs for Gladius. As part of the central tools team, I also developed an updated (and more flexible) PC game launcher, which was used for many subsequent Lucas Arts PC titles.Titles: Gladius

Sep 2002 - Apr 2004

Software Engineer

Virtual Alchemy Studios / Nxview Technologies

Virtual Alchemy created technology demonstrations for Intel, Motorola, Copaq, and others for trade shows and marketing collateral. Under a co-development contract with Intel, I assisted in development of core technologies and art tools for the Distributed Intel Scene Manager scene graph API research project.After Virtual Alchemy was acquired by NxView, I.

Mar 2000 - Sep 2001
1 education record

Dennis Crowley education

  • University Of California, Santa Cruz
    University Of California, Santa Cruz
    Computer Science
FAQ

Frequently asked questions about Dennis Crowley

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

What company does Dennis Crowley work for?

Dennis Crowley works for World's Edge.

What is Dennis Crowley's role at World's Edge?

Dennis Crowley is listed as Principal Build Lead Engineer at World's Edge.

What is Dennis Crowley's email address?

AeroLeads has found 1 work email signal at @probablymonsters.com for Dennis Crowley at World's Edge.

What is Dennis Crowley's phone number?

AeroLeads has found 4 phone signal(s) with area code 321, 508 for Dennis Crowley at World's Edge.

Where is Dennis Crowley based?

Dennis Crowley is based in Issaquah, Washington, United States while working with World's Edge.

What companies has Dennis Crowley worked for?

Dennis Crowley has worked for World'S Edge, Probablymonsters, Endless Entertainment, Telltale Games, and Toys For Bob.

How can I contact Dennis Crowley?

You can use AeroLeads to view verified contact signals for Dennis Crowley at World's Edge, including work email, phone, and LinkedIn data when available.

What schools did Dennis Crowley attend?

Dennis Crowley holds B.S., Computer Science from University Of California, Santa Cruz.

What skills is Dennis Crowley known for?

Dennis Crowley is listed with skills including Video Games, Game Development, Xbox 360, Perforce, Ps3, Scripting, and Maya.

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