Dave Padilla

Dave Padilla Email and Phone Number

CEO and Executive Producer at Evening Star @ Evening Star
Los Angeles, CA, US
Dave Padilla's Location
Los Angeles, California, United States, United States
About Dave Padilla

In my current role at Evening Star, I utilize the invaluable experience I gained from my years as a CEO to spearhead the creation of a new category of exciting games, while forging strategic relationships with future partners. Before founding Evening Star, I was the CEO and Co-Founder of Hyperkinetic Studios, a software developer based in Los Angeles. In addition to my recent experience in running indie studios, I have spent over 18 years working at AAA studios on award-winning console games, as well as smaller studios working on mobile and social games. In that period of time, I managed several projects from start to finish, and had the pleasure of working with some of the best talent in the industry.

Dave Padilla's Current Company Details
Evening Star

Evening Star

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CEO and Executive Producer at Evening Star
Los Angeles, CA, US
Employees:
74
Dave Padilla Work Experience Details
  • Evening Star
    Evening Star
    Los Angeles, Ca, Us
  • Evening Star
    Ceo And Executive Producer
    Evening Star Nov 2018 - Present
    Los Angeles, Ca, Us
  • Hyperkinetic Studios Llc
    Ceo And Co-Founder
    Hyperkinetic Studios Llc Feb 2014 - Jun 2018
    Los Angeles, Ca, Us
    As Hyperkinetic's co-founder, I had several important responsibilities on my plate: • Formulated a company identity with the other co-founders, and guided the team in creating and implementing production pipelines to meet internal goals, ensuring the highest level of quality work from the studio. • Maintained and fostered key strategic relationships with external partners and vendors. • Provided executive leadership across all disciplines, and acted as the lead producer for various mobile, web, VR, and Steam PC projects. • Established contacts and relationships with external vendors and contractors, and manage their work during the course of development on internal and external projects. • Acted as an external producer for clients, and helped course-correct projects in need of production oversight. • Conducted scoping and bidding work for all new external projects and pitches. • Responsible for overseeing HR, business compliance, payroll, legal, and accounting. Also in charge of managing company financials, including projections, P&Ls, budgets, and cash flow.
  • Kung Fu Factory
    Producer
    Kung Fu Factory Mar 2013 - Feb 2014
    Los Angeles, Ca, Us
    I was the producer on Spartacus Legends, one of the first free-to-play games on Xbox Live Arcade and the PlayStation Network. While at Kung Fu Factory, my primary responsibilities included: • Led the production process from Beta to Gold Master with a team of 35 developers, and supported LiveOps for the game. • Acted as the Product Owner (and sometimes Scrum Master) for all sprints. • Managed the weekly build deliveries to Ubisoft and coordinated testing with external Ubisoft QA groups. • Scheduled and drove the development team to create unique mechanics and engaging game features. • Filled in any of the gaps by providing production support to the Programming and Design teams. • Owned the game from a management standpoint through the 1st Party Certification process for Gold Master and all subsequent patches.
  • Konami Digital Entertainment, Inc.
    Associate Producer
    Konami Digital Entertainment, Inc. Oct 2012 - Jan 2013
    Chuo-Ku , Tokyo, Jp
    At Konami, I was responsible for managing various projects in their Social and Mobile division (Android, iOS, Kindle, Facebook). This included finding external developers, creating feature sets, writing RFPs, hiring external developers, and overseeing the overall production schedule to ensure that external developers hit all their milestones. Other duties included: • Created and managed the production schedule for projects with external developers. • Helped guide the process of creating new IP with internal Production teams. • Built relationships with external developers for potential future partnerships.I also helped manage Slot Revolution during its pre-production phase.
  • Inhance Digital
    Interactive Producer
    Inhance Digital Dec 2010 - Oct 2012
    Los Angeles, Ca, Us
    I was in charge of several projects that required me to take them from concept to completion and then supporting the update of content for them. My day-to-day duties included: • Ensuring the timely delivery of multiple interactive projects on mobile and PC • Scoping out feature deliverables in response to RFPs from clients • Managing budgets for multiple projects • Tracking code/art/design tasks • Managing the delivery of assets from clients • Following up on client feedback • Helping to flesh out the design of the projects • Providing production support to other teams • Integrating art assets into Inhance's in-house 3D engineAt Inhance Digital, I worked on over 25+ interactive projects for numerous Fortune 500 companies in addition to various design firms and charitable foundations: • Boeing • Discovery Channel • FMC Technologies • NASA • Pratt & Whitney • Raytheon • Red 5 Studios • Sikorsky • UTC Technologies
  • Inhance Digital
    Associate Producer
    Inhance Digital Aug 2010 - Dec 2010
    Los Angeles, Ca, Us
    I was in charge of several projects that required me to take them from concept to completion and then supporting updated content for them. I also supported several senior producers on other projects. My duties included the following: • Tracked code, art, and design tasks • Managed the delivery of assets from clients • Followed up on client feedback • Helped to flesh out the design of the projects • Provided production support to other teams as needed • Integrated art assets into a variety of project files • Managed internal QA testers
  • Gosub 60, Inc.
    Producer
    Gosub 60, Inc. Dec 2009 - Aug 2010
    At Gosub 60, I was a Producer primarily working on the project management and design of apps for Facebook, iPod Touch/iPhone and for the J2ME and BREW platforms. One of the apps I worked on, Sudoku Deluxe 2, won AT&Ts Apps for All! contest in the BREW Mobile Platform category. Another of my projects, Bliss, had featured placement due to it's cause-oriented design and goal of helping users play their part in donating money to the Beautiful Day Foundation.Some other key responsibilities: • Worked closely with the rest of the product development team to come up with strong concepts and mocks • Drove feature set discussions to make sure the best possible features could be developed within the allotted amount of time • Turned those features into tasks and created a project plan in MS Project. Fine tuned the project plan with the art, production and programming leads. • Followed through with the project plan and made sure that they were on schedule and that all roadblocks were cleared.Titles published in this period of time included: • Solitaire Deluxe 8-Pack (Facebook) • Mobile Deluxe Blackjack (Verizon, AT&T and other major carriers)
  • Gosub 60, Inc.
    Associate Producer
    Gosub 60, Inc. Jan 2009 - Dec 2009
    As an Associate Producer, I was in charge of managing several projects from Concept to Gold Master. Along the way, I also served as the primary point of contact for a top external development studio to help us get our first Facebook title live.I helped develop and publish multiple projects during my time as an AP: • Solitaire Deluxe 16-Pack (iPhone, Verizon, AT&T, T-Mobile and others) • Bliss (iPhone) • Addiction (iPhone) • Sudoku Deluxe Green Edition (iPhone, Verizon, AT&T, T-Mobile and others)
  • Pandemic Studios
    Lead Production Tester
    Pandemic Studios Feb 2008 - Dec 2008
    Los Angeles, Ca, Us
    I was responsible for leading a small crew of production testers on The Saboteur and then a larger group of embedded EALA QA testers to help make our builds stable, our game balanced and the team aware of all the issues we found through extensive tracking in Excel and in Devtrack. I was also in charge of creating the tests plans that our in-house and external testers used. Apart from that, I had a fair amount of other duties including compiling our dev task/bug flows, generating information on performance and memory, and providing additional production and QA support.
  • Treyarch
    Associate Producer
    Treyarch Mar 2005 - Mar 2007
    Los Angeles, California, Us
    Treyarch was where I started my first real outing in a production capacity. Responsibilities included: • Project Management (Textures, Environment Modeling and Cutscenes) • 2D and 3D Asset Team Management • Production Tester Management • Hardware/Software Support • Microsoft Xbox 360 Submissions • Microsoft and Sony CRCs • Submission of art to Activision's Legal department for approval • Junior Level Animation Support (Mo-cap cleanup, animatic creation, scripter cutscenes)The two primary titles that I worked on during this period of time were: • Ultimate Spider-Man (PS2, Xbox) • Spider-Man 3 (PS3, Xbox 360)
  • Activision
    Production Tester
    Activision Sep 2004 - Mar 2005
    Santa Monica, California, Us
    I was brought onto Treyarch as a production tester, although my role quickly expanded beyond developer-side QA support: • Created Xbox and PS2 builds for internal team evaluations • Led the Production Testing efforts • Created the initial test plan and managed its execution with internal QA • Followed after team meetings to gather feedback • Generated gameplay feedback for the design team
  • Activision
    Tester/Senior Tester
    Activision Jun 2002 - Sep 2004
    Santa Monica, California, Us
    The classic QA role of playtesting, bug reporting and regression testing, and wading through the craziness of a starting-level role in the games industry. I had a lot of fun learning about the industry, and finding my path by working on some ground-breaking games: • Spider-Man 2 • Tony Hawk's Pro Skater 4 • Tony Hawk's Underground • Tony Hawk's Underground 2 • Disney's Extreme Skate Adventure • Shaun Murray's Wakeboarding • MTX: Motocross • Tenchu: Wrath of Heaven • X2: Wolverine's Revenge • Street Hoops

Dave Padilla Skills

Perforce Photoshop After Effects Visio Illustrator Word Excel Bugzilla Flash User Interface Design Quality Assurance Ms Project Project Planning Interactive Media Interactive Entertainment Microsoft Excel Microsoft Word Mobile Game Development Social Game Development User Experience Budget Management Game Design Xbox 360 Character Animation Maya Mobile Games Game Development Video Games Computer Graphics Animation Computer Games Visual Effects Texturing Casual Games Storyboarding Ps3 Social Games

Dave Padilla Education Details

  • Santa Monica College
    Santa Monica College
    Business Administration

Frequently Asked Questions about Dave Padilla

What company does Dave Padilla work for?

Dave Padilla works for Evening Star

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

Dave Padilla's current role is CEO and Executive Producer at Evening Star.

What is Dave Padilla's email address?

Dave Padilla's email address is da****@****ios.com

What is Dave Padilla's direct phone number?

Dave Padilla's direct phone number is +131057*****

What schools did Dave Padilla attend?

Dave Padilla attended Santa Monica College.

What are some of Dave Padilla's interests?

Dave Padilla has interest in Science And Technology.

What skills is Dave Padilla known for?

Dave Padilla has skills like Perforce, Photoshop, After Effects, Visio, Illustrator, Word, Excel, Bugzilla, Flash, User Interface Design, Quality Assurance, Ms Project.

Who are Dave Padilla's colleagues?

Dave Padilla's colleagues are Tom Fry, Bilal Ahmed, Sandra Prokop, Ana Love, Brandon Withrow, Brad Flick.

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