Dennis Crowley

Dennis Crowley Email and Phone Number

Principal Build Lead Engineer @ World's Edge
Issaquah, WA, US
Dennis Crowley's Location
Issaquah, Washington, United States, United States
Dennis Crowley's Contact Details
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.

Dennis Crowley's Current Company Details
World's Edge

World'S Edge

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Principal Build Lead Engineer
Issaquah, WA, US
Website:
ageofempires.com
Employees:
9
Dennis Crowley Work Experience Details
  • World'S Edge
    Principal Build Lead Engineer
    World'S Edge
    Issaquah, Wa, Us
  • World'S Edge
    Build Architect And Lead Build Engineer
    World'S Edge Dec 2023 - Present
    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
  • Probablymonsters
    Senior Build And Release Engineer
    Probablymonsters May 2020 - Oct 2023
    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 features and build delivery endpoints. This was instrumental in bringing new team members up to speed doing productive work quickly.• Integrated Unreal 4 and 5 into a Jenkins CI/CD pipeline, with Git, Perforce, Sonotype Nexus, for PC, PS5 and XBOX.
  • Endless Entertainment
    Senior Systems Engineer
    Endless Entertainment Nov 2018 - Aug 2019
    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
  • Telltale Games
    Senior Software Build Engineer
    Telltale Games Nov 2017 - Sep 2018
    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 of magnitude compared to most other studios.Titles: Walking Dead: the Final Season (4), Batman Season 2: the Enemy Within, Minecraft Story Mode: Season 2, remastering of various Back-Catalog titles.
  • Toys For Bob
    Software Engineer
    Toys For Bob Oct 2010 - Aug 2017
    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, with localized versions, and associated text and metadata. (which are always coming in hot very close to submission)Titles: Skylanders Imaginators, Skylanders Trap Team, Skylanders Giants, Skylanders Spyro’s Adventure
  • Visual Concepts
    Software Engineer
    Visual Concepts Apr 2009 - Oct 2010
    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: NBA 2K10 and 11, NHL 2K10 and 11, MLB 2K10
  • Factor 5
    Software Engineer
    Factor 5 May 2006 - Apr 2009
    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 projects on multiple platforms.Titles: Lair
  • Morphonix Llc
    Lead Programmer
    Morphonix Llc Sep 2004 - Jun 2006
    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
  • Lucasarts
    Programmer
    Lucasarts Sep 2002 - Apr 2004
    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
  • Virtual Alchemy Studios / Nxview Technologies
    Software Engineer
    Virtual Alchemy Studios / Nxview Technologies Mar 2000 - Sep 2001
    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 developed components, data importers, and exporters, for NxView Studio and NxView Player, an authoring suite for interactive online 3D content and a web-based viewer.

Dennis Crowley Skills

Video Games Game Development Xbox 360 Perforce Ps3 Scripting Maya

Dennis Crowley Education Details

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

Frequently Asked Questions about Dennis Crowley

What company does Dennis Crowley work for?

Dennis Crowley works for World's Edge

What is Dennis Crowley's role at the current company?

Dennis Crowley's current role is Principal Build Lead Engineer.

What is Dennis Crowley's email address?

Dennis Crowley's email address is de****@****ail.com

What is Dennis Crowley's direct phone number?

Dennis Crowley's direct phone number is +132129*****

What schools did Dennis Crowley attend?

Dennis Crowley attended University Of California, Santa Cruz.

What skills is Dennis Crowley known for?

Dennis Crowley has skills like Video Games, Game Development, Xbox 360, Perforce, Ps3, Scripting, Maya.

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