Dave Prout

Dave Prout Email and Phone Number

Director of Product Mgmt | Creative Technologies | Game Production Solutions @ EA @ Electronic Arts (EA)
Redwood City, CA
About Dave Prout

I love building creative businesses, products and technologies.I've held a variety of strategic product leadership and operational roles, and I love being hands-on wherever I can. I'm part Producer, part Entrepreneur, and part Technical Artist.Alum from Call of Duty, Halo, Doom, Medal of Honor, and Civilization as well as apps for influencers, investors, and internet-of-things. From fundraising and concept development to launch, I’ve helped drive major AAA franchises as well as innovative indie games across Windows / Mac / Linux / Playstation / XBox / iOS / Android. My expertise includes⭐ Recruiting and shepherding high-performing teams that love working together⭐ Pitching and product evangelism⭐ Quality stickler⭐ Business planning⭐ Complex project management⭐ Technical design and troubleshootingMy top technical skills:🔥 Unreal 5 - 1 year🔥 Unreal 4 - 6 years 🔥 Unreal 3 - 7 years 🔥 Unity - 2 years 🔥 Photoshop - 25 years 🔥 Premiere - 7 years 🔥 Python - 3 years 🔥 MEL - 5 years 🔥 JIRA - 11 years 🔥 Confluence - 15 years 🔥 Maya - 10 years 🔥 Max - 10 years 🔥 Modo - 6 yearsI am also a Board Member at Rescue the Poor America, a Guidestar Platinum charity. We work with orphanages and very poor communities in Uganda and Haiti to provide life-saving medicine, food, water, and shelter. Our mission is to bring these individuals out of incredible poverty through school and training so they are able to pursue their dreams.

Dave Prout's Current Company Details
Electronic Arts (EA)

Electronic Arts (Ea)

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Director of Product Mgmt | Creative Technologies | Game Production Solutions @ EA
Redwood City, CA
Website:
ea.com
Employees:
5
Dave Prout Work Experience Details
  • Electronic Arts (Ea)
    Director Of Product Management | Creative Technologies
    Electronic Arts (Ea) Jun 2024 - Present
    Redwood City, Ca, Us
  • Arcatar
    Advisor, Product
    Arcatar Dec 2023 - Present
    • Product feedback -> Requirements• User journey designs• Technical diagrams• Daily interaction with engineering team
  • Arrivant
    Advisor
    Arrivant Oct 2023 - Present
    Los Angeles, Ca, Us
  • Arrivant
    Executive Producer / Vp Of Product And Operations
    Arrivant Aug 2022 - Oct 2023
    Los Angeles, Ca, Us
    Project Eluüne: StarGarden -- I focus on Product/Market fit, setting product goals, staffing, budget forecast, recruiting killer talent and best-of-quality partners. So far:* Led efforts to create a proof of concept demo in 6 months* Early investor feedback has been very positive "the best game they've seen in the space"* Very strong d3 retention + engagement
  • Rescue The Poor America
    Board Member
    Rescue The Poor America Aug 2019 - Present
  • Epic Games
    Unreal Engine, Global Lead Technical Account Manager (Games Vertical)
    Epic Games Feb 2022 - Aug 2022
    Cary, Nc, Us
    * Global lead for Epic's Gaming vertical for Unreal Engine.* Coordinated with Technical Account Managers + TPMs across all times zones* Developed a program to improve technical collaboration for hundreds of AAA game licensees* Supported central technology teams at top industry publishers + developers* Customer-facing activities included onsite training sessions, rapid onboarding, and technical deep dives
  • Double A Labs
    Sr. Director Of Operations
    Double A Labs May 2021 - Feb 2022
    Austin, Tx, Us
    In this role, I led the MVP development for a new b2b Virtual Worlds platform. This increased company valuation from ~$8m to ~$30m+ in less than a year.* Led product requirements with internal + external stakeholders* Created + managed product roadmap* Recruited top technical and content talent* Sourced, hired, and supervised vendors* Optimized content to achieve fast load times, high framerate & low memory targets* Stayed on through MVP release with first clients
  • Kabam
    Director Of Product Development, Austin
    Kabam Nov 2018 - May 2021
    Vancouver, British Columbia, Ca
    * Studio co-founder* Helped grow the development team from 5 to 60* Led the product/market fit and research for two games powered by a new backend combined w/ UE4* Was a key presenter in Business Review with C-suite, VP group and company-wide product updates* Along with the GM, I drove rapid ideation, prototyping, original creative development, and new technologies, including a new Social Suite for use in all of Kabam's titles
  • Kabam
    Development Director
    Kabam May 2018 - Nov 2018
    Vancouver, British Columbia, Ca
  • Aspyr Media
    Director Of Production
    Aspyr Media Jun 2014 - Jul 2018
    Austin, Texas, Us
    Joined Aspyr to develop new gaming products outside of the company's history making Mac game ports. * Acted as Product Development liaison for Apple, Google, Valve, Oculus, 2K, Quantic Dream, Disney and more* Worked with head of Finance on monthly spending & forecasting* Led recruiting efforts for development team* Improved internal framework for sourcing, converting and compensating quality control staff* Led the internal original IP team to develop the company's first original game, "Torn"* Led pitches and development efforts for ports and remasters for "new" (non-Mac) platforms including Windows, Console, Mobile, VR and micro-consoles.* Defined and administered a game dev phase framework for our executive-produced indie publishing efforts. * Ensured the utmost quality by hiring killer team members, listening well, executing superbly, and promoting a "best idea wins" philosophyProjects:TORN (original VR title)* An original, dark science-fiction mystery designed for high-end virtual reality, inspired in tone by Black Mirror.* Produced the project (scope / budget / schedule, legal, key partnerships)* Technical art (specifically performance diagnostics, streaming system design, realtime lighting, optimization)* Recruited an amazing team of industry veteransCIVILIZATION VI (conversion for iPad)* Production - Led alignment with license holder (2K) and creative developer (Firaxis) on development approach* UI Art - Designed bespoke UI elements and assisted in implementation of UI changes custom to iPadJADE EMPIRE (conversion for iOS, Android)* UI Art - Designed bespoke UI elements and assisted in implementation of UI changes custom to mobile.FAHRENHEIT (conversion for iOS, Android)* Production - led alignment with license creator (Quantic Dream) on development approach* UI Art - Designed bespoke UI elements and assisted in implementation of UI changes custom to mobile.
  • Aspyr Media
    Senior Producer
    Aspyr Media Jul 2014 - May 2015
    Austin, Texas, Us
  • Certain Affinity
    Lead Artist
    Certain Affinity Jun 2009 - Apr 2014
    Austin, Tx, Us
    I had a heavy Technical Art + Art Lead focus at Certain Affinity, the best multiplayer team in the industry. I helped grow the art team from 7 to 50. Along with engineering and design leads, I was a "tip of the spear" on new projects that needed to onboard and offboard very rapidly to assist AAA shooters including Halo (with 343), Doom (with id Software) and COD (with Infinity Ward and Raven). This involved quickly understanding these studios' partly completed content pipelines, GPU/memory maps, performance targets, technical and visual requirements, and teaching all of these to CA's internal art staff, as well as a full share of IC work on these games.DOOM 4 (Co-development, PS4, XB1, PC)Led external (with id Software) and internal (Certain Affinity) communication on art technologies, and trained the art team on idTech 6. Heavy troubleshooting and tools focus. Hands-on lighting and effects work.HALO 2 Anniversary (Co-development, Xbox360)Led early technical art developmentCall of Duty: Ghosts (Xbox360 / PS3 / Xbox One / PS4)Lead Artist Supported multiplayer developmentHALO 4 (Co-development, Xbox360)Led external (with 343) and internal (Certain Affinity) communication on art technologies, and trained the art team on proprietary pipelines. Recruited and grew the art team 300%. Heavy troubleshooting and tools focus. Hands-on lighting and effects work.HALO: Anniversary Edition (Xbox360)Led external and internal communication on art technologies with Microsoft 3rd party team. Internal art team lead. Heavy troubleshooting and tools focus. Hands-on lighting and effects work for final polish.HALO: Reach | Defiant Pack (Xbox360)Deep exploration of Reach pipeline and tools to quickly mobilize production team roll-on. Ran performance and memory diagnostics and adjusted content to fit within technical limits. Full effects and lighting passes for final polish.
  • Certain Affinity
    Art Production Manager
    Certain Affinity Jun 2009 - Dec 2009
    Austin, Tx, Us
    Crimson Alliance (XBLA)Led early visual target development with a small previsualization team.
  • Heatwave Interactive
    Development Director
    Heatwave Interactive Dec 2008 - Jun 2009
    Austin, Tx, Us
    PLATINUM LIFELed production group in conceiving cross-media-friendly properties. Facilitated relationships with media leaders in print, music, film, and games. Profiled and vetted development studios. Evaluated platforms and markets.Led creation of fundraising collateral targeting institutional, venture capital, and high-net-worth investors.
  • Midway Games
    Technical Art Director
    Midway Games Nov 2008 - Dec 2008
    Us
    Central Outsourcing Group• Created platform-agnostic toolset for archiving and cataloging large asset repositories. • Advised Art Directors from all studios on cost-reduction strategies. Provided technical evaluation of 3D art. • Brought third-party vendors into parity with internal standards and specifications.
  • Midway Games
    Principal Artist Ii
    Midway Games Sep 2007 - Nov 2008
    Us
    CRIMINAL PROJECT, Unreal3, (XBOX360, PS3, PC)"Z" (Zombie) PROJECT, Unreal3, (XBOX360, PS3, PC)- Drove adoption of Agile development processes across a 2-project studio - Specialized in creative technical solutions to accomplish hard-to-achieve performance (wide vistas on UE3, aggressive streaming techniques, lots of action on screen, etc). - Technical troubleshooting and diagnosing performance issues. - Managed 14-member environment department within a large next-gen development team.- Worked with 3rd party outsourcing vendors. Optimized outsourcing pipeline.
  • Spark Unlimited, Inc.
    Development Director And Co-Founder
    Spark Unlimited, Inc. Apr 2007 - Sep 2007
    Sherman Oaks, Ca, Us
    LEGENDARY, Unreal3, (XBOX360, PS3, PC)TURNING POINT, Unreal3, (XBOX360, PS3, PC)• Initial design and ongoing management of production process and schedule. • Focusing production teams on delivering customer value using LEAN and Agile methodologies. • Responsible for two game production teams.
  • Spark Unlimited, Inc.
    Technical Art Director And Co-Founder
    Spark Unlimited, Inc. Aug 2002 - Apr 2007
    Sherman Oaks, Ca, Us
    CALL OF DUTY: Finest Hour, RenderWare, (PS2, XBOX, GameCube)• Specializing in creative technical solutions to accomplish hard-to-achieve performance (wide vistas, massive destruction, aggressive streaming techniques, lots of action on screen, etc). • Technical troubleshooting and diagnosing performance issues. • Wrote proprietary production tools for art department. • Full share of production work.
  • Gnomon College
    Course Instructor
    Gnomon College Jan 2005 - Apr 2005
    Taught the course "Environments for Games", largely using existing course material and modifying appropriate portions for relevancy.
  • Otis College Of Art And Design
    Course Instructor
    Otis College Of Art And Design Sep 2003 - Dec 2003
    Los Angeles, Ca, Us
    Designed and taught OTIS's first Game Industry-related course, "Introduction to Game Development", which helped to launch the field of study at the college.
  • Electronic Arts Los Angeles
    Lead Artist
    Electronic Arts Los Angeles Feb 2000 - Jul 2002
    Redwood City, Ca, Us
    MEDAL OF HONOR: FRONTLINE (PS2)MEDAL OF HONOR: UNDERGROUND (PSX)
  • Dreamworks Interactive
    Environment Artist
    Dreamworks Interactive Jul 1997 - Feb 2000
    Titles:- Medal of Honor (PSX)- The Lost World (PSX)- The Lost World: Warpath (PSX)- Small Soldiers (PSX)

Dave Prout Skills

Game Development Video Games Xbox 360 Unreal Engine 3 Art Texturing Maya 3d Studio Max Environment Art Scrum Product Management Perforce Technical Art Agile Project Management Computer Games Modo Unreal 3 Lean Software Development Ps3 Low Poly Modeling Luxology Modo Python Mel Lighting

Dave Prout Education Details

  • Academy Of Art University
    Academy Of Art University
    Interactive Digital Media
  • Whitman College
    Whitman College
    Philosophy
  • Bainbridge High School
    Bainbridge High School

Frequently Asked Questions about Dave Prout

What company does Dave Prout work for?

Dave Prout works for Electronic Arts (Ea)

What is Dave Prout's role at the current company?

Dave Prout's current role is Director of Product Mgmt | Creative Technologies | Game Production Solutions @ EA.

What is Dave Prout's email address?

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What is Dave Prout's direct phone number?

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What schools did Dave Prout attend?

Dave Prout attended Academy Of Art University, Whitman College, Bainbridge High School.

What are some of Dave Prout's interests?

Dave Prout has interest in New Ventures, Whitman College, New Ventureslean, Process Refinement, Agile Methodologies, Research In Related Fields, Lean, Scrum, Bloomberg Businessweek, Certain Affinity.

What skills is Dave Prout known for?

Dave Prout has skills like Game Development, Video Games, Xbox 360, Unreal Engine 3, Art, Texturing, Maya, 3d Studio Max, Environment Art, Scrum, Product Management, Perforce.

Who are Dave Prout's colleagues?

Dave Prout's colleagues are Suresh S, Pedro Peres, Returnpath User, Brittany Green, Bhavika Makwana, Sarp Kaya, Faisalali Vighio.

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