Dave Prout Email and Phone Number
Dave Prout work email
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Dave Prout personal email
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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.
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Director Of Product Management | Creative TechnologiesElectronic Arts (Ea) Jun 2024 - PresentRedwood City, Ca, Us -
Advisor, ProductArcatar Dec 2023 - Present• Product feedback -> Requirements• User journey designs• Technical diagrams• Daily interaction with engineering team -
AdvisorArrivant Oct 2023 - PresentLos Angeles, Ca, Us -
Executive Producer / Vp Of Product And OperationsArrivant Aug 2022 - Oct 2023Los Angeles, Ca, UsProject 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 -
Board MemberRescue The Poor America Aug 2019 - Present -
Unreal Engine, Global Lead Technical Account Manager (Games Vertical)Epic Games Feb 2022 - Aug 2022Cary, 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 -
Sr. Director Of OperationsDouble A Labs May 2021 - Feb 2022Austin, Tx, UsIn 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 -
Director Of Product Development, AustinKabam Nov 2018 - May 2021Vancouver, 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 -
Development DirectorKabam May 2018 - Nov 2018Vancouver, British Columbia, Ca -
Director Of ProductionAspyr Media Jun 2014 - Jul 2018Austin, Texas, UsJoined 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. -
Senior ProducerAspyr Media Jul 2014 - May 2015Austin, Texas, Us -
Lead ArtistCertain Affinity Jun 2009 - Apr 2014Austin, Tx, UsI 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. -
Art Production ManagerCertain Affinity Jun 2009 - Dec 2009Austin, Tx, UsCrimson Alliance (XBLA)Led early visual target development with a small previsualization team. -
Development DirectorHeatwave Interactive Dec 2008 - Jun 2009Austin, Tx, UsPLATINUM 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. -
Technical Art DirectorMidway Games Nov 2008 - Dec 2008UsCentral 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. -
Principal Artist IiMidway Games Sep 2007 - Nov 2008UsCRIMINAL 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. -
Development Director And Co-FounderSpark Unlimited, Inc. Apr 2007 - Sep 2007Sherman Oaks, Ca, UsLEGENDARY, 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. -
Technical Art Director And Co-FounderSpark Unlimited, Inc. Aug 2002 - Apr 2007Sherman Oaks, Ca, UsCALL 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. -
Course InstructorGnomon College Jan 2005 - Apr 2005Taught the course "Environments for Games", largely using existing course material and modifying appropriate portions for relevancy.
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Course InstructorOtis College Of Art And Design Sep 2003 - Dec 2003Los Angeles, Ca, UsDesigned and taught OTIS's first Game Industry-related course, "Introduction to Game Development", which helped to launch the field of study at the college. -
Lead ArtistElectronic Arts Los Angeles Feb 2000 - Jul 2002Redwood City, Ca, UsMEDAL OF HONOR: FRONTLINE (PS2)MEDAL OF HONOR: UNDERGROUND (PSX) -
Environment ArtistDreamworks Interactive Jul 1997 - Feb 2000Titles:- Medal of Honor (PSX)- The Lost World (PSX)- The Lost World: Warpath (PSX)- Small Soldiers (PSX)
Dave Prout Skills
Dave Prout Education Details
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Academy Of Art UniversityInteractive Digital Media -
Whitman CollegePhilosophy -
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?
Dave Prout's email address is dp****@****ted.com
What is Dave Prout's direct phone number?
Dave Prout's direct phone number is +151260*****
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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