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Technical Director leading large-scale game development projects and engineering teams, delivering exceptional gaming experiences.
Explore My WorkHello, I'm Chad! A seasoned game developer and technical leader with over 15 years of experience building and shipping successful games across mobile, PC, and console platforms.
Currently serving as Transformational Technology Director at Electronic Arts on the Mobile Technology & Analytics team, where I drive strategic technology initiatives across EA's mobile gaming portfolio. I previously led studio technology and tools for Capital Games and Star Wars: Galaxy of Heroes and spearheaded the global launch of Lord of the Rings: Heroes of Middle-Earth.
My expertise spans the full technology stack from low-level engine optimization to scalable cloud infrastructure. I've shipped major titles including Game of War: Fire Age, Vainglory, and multiple other successful games. I'm passionate about mentoring engineers, driving transformational technology initiatives, and fostering team environments that promote innovation.
Beyond commercial game development, I've contributed to AI research with published work on Case-Based Reasoning and Reinforcement Learning, presented at the 2010 International Conference for Case-Based Reasoning.
I'm happily employed at Electronic Arts and not actively pursuing new opportunities, but I'm always interested in connecting with fellow game developers, discussing technical challenges, and exploring innovative approaches to game development and team leadership!
Chad Mowery
Portland, OR
chad.j.mowery 'at' gmail 'dot' com
Transformational Technology Director - Mobile Technology & Analytics
Leading strategic technology initiatives across EA's entire mobile gaming portfolio
Director of Studio Technology & Tools
Primary Game: Star Wars: Galaxy of Heroes
Shipped Game: Lord of the Rings: Heroes of Middle-earth
Lead Server Engineer & Architect for unannounced mobile title
Games: Catalyst Black, Vainglory
Games: Vainglory
Games Shipped: Game of War: Fire Age, Race or Die 2, IMob 2
Games Shipped: Global War, Original Gangsters
Healthcare Technology & Education Solutions
Military Communications & SOA Systems
Enterprise Developer Tools & SOA Architecture
Enterprise IT Infrastructure & Security
This project was nominated and presented at the 2010 International Conference for Case-Based Reasoning (ICCBR) in Italy and presents a novel approach to online adaptability of AI in RTS games.
The specialization of artificial intelligence (AI) techniques within the gaming industry is becoming a fast growing field of study for academia and industry developers alike. Many of the AI techniques used in modern video games are unique to a gaming problem domain as game developers often face the challenge of implementing their game AI with limited resources (game frames, memory, and processor cycles), more so than traditional AI projects and studies.
However, due to the technological advancement of modern video game consoles and PCs, previous AI techniques used in industry are quickly becoming outdated and uninteresting to players. In this paper we outline a complete AI system that utilizes Case-based Reasoning and Reinforcement Learning components to provide new levels of player immersion. By utilizing real-time learning with Case-based Reasoning we can give a new outlook on games artificial intelligence as challenging and adaptive opponents for players.
This work addresses the limits of effective learning during online game play and suggests that the amount of learning needs to be carefully moderated using case generalization techniques as the amount of learning that is performed during play is shown to be inversely proportional to the overall problem solving efficiency in imperfect information game domains.
Web Application
A full suite of brewing tools including fermentation analytics, recipe builder, batch tracking, inventory management, BJCP style guides, brewing calculators, and third-party hardware integrations.
Artificial Intelligence
A Case-Based Reasoning AI module for micro-level decision making in Starcraft. Features real-time learning and adaptation in non-perfect information environments. Presented at ICCBR 2010.
Mobile Game
A casual game based on the original Catch Phrase. Mixes elements of charades, taboo and hot-potato where teams must get teammates to guess words without using any part of the word.
Web Game
A mini Roguelike built using ROT.js. Features ASCII art, turn-based gameplay, and procedural generation. A humorous take on traditional roguelike mechanics with modern web technologies.
PC Game
A 3D PC/Xbox 360 arcade style zombie survival game. Features 4 unique weapons and 4 distinct enemy types. Built with a custom game engine using C# and XNA framework in under 3 months.
Website
A playful website dedicated to funny quotes from a friend. Features fancy text animations and random quote display. Built with modern web technologies and smooth animations.
Browser Game
A Tetris clone featuring challenging gameplay with progressively harder levels and a water/surfing theme. My first experience with test-driven design methodologies and game-specific UI design.
Development Playground
A collection of experimental code, game prototypes, and technical demos. Includes various JavaScript experiments, game development tests, and works-in-progress shared publicly.
Game within a Game
A fully featured dungeon crawler roguelike built inside Hackmud. Features monsters, traps, items, loot, leaderboards, and ASCII art. Built entirely within the constraints of the Hackmud environment.
Questions, comments, or cool projects? Drop me a message, but please keep in mind I am not currently pursuing any new opportunities at this time.