Chad Mowery

Transformational Leader

Technical Director leading large-scale game development projects and engineering teams, delivering exceptional gaming experiences.

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About Me

Chad Mowery - Technical Director & Game Developer

Game Development & Technical Leadership

Hello, 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!

Contact Details

Chad Mowery

Portland, OR

chad.j.mowery 'at' gmail 'dot' com

Experience

March 2025 - Present

Technical Director

Electronic Arts · Redwood Shores, CA

Transformational Technology Director - Mobile Technology & Analytics
Leading strategic technology initiatives across EA's entire mobile gaming portfolio

January 2024 - March 2025

Technical Director

Electronic Arts · Redwood Shores, CA

Director of Studio Technology & Tools
Primary Game: Star Wars: Galaxy of Heroes

  • Architected FY25 technology roadmap integrating core tech, tooling, and DevOps across studio
  • Implemented milestone planning framework improving team alignment and execution efficiency with strong stakeholder buy-in
  • Led Direct-to-Consumer resourcing strategy exceeding fiscal targets while maintaining core technology focus
  • Delivered transformational content pipeline reducing Product Manager deployment cycles from 2 weeks to 24 hours
  • Fostered cross-functional collaboration streamlining communication between core tech, feature, and live teams
  • Advanced strategic technology alignment across data pipelines, experimentation systems, and distributed transactions

November 2021 - January 2024

Technical Director

Electronic Arts · Sacramento, CA

Shipped Game: Lord of the Rings: Heroes of Middle-earth

  • Led successful global game launch maintaining 99.999% uptime and top 10 stability in EA's mobile portfolio
  • Managed international team transition onboarding 14 engineers and 5 support staff while fostering high-performing culture
  • Reduced unplanned hotfixes by 55% through robust performance and stability practices
  • Drove performance optimization reducing load time by 76%, download size by 91%, install size by 28%
  • Launched HoME Webstore adding 12% to game revenue with seamless rollout and sustainable operations
  • Led major platform migrations (Life Cycle Management, Localization) mitigating critical business risks
  • Fostered psychologically safe environment through mentoring, feedback, and career development alignment

April 2020 - November 2021

Sr. Software Engineer

Electronic Arts · Redwood City, CA

Lead Server Engineer & Architect for unannounced mobile title

  • Managed team of six engineers providing mentorship and technical leadership for high-quality scalable solutions
  • Owned technology roadmap planning synchronizing schedules and dependencies with external partners
  • Designed sharded microservice architecture addressing tools, platform support, and data lifecycle management
  • Implemented core Action System framework creating flexible distributed execution model for unified game systems
  • Developed comprehensive load testing strategy identifying bottlenecks and establishing optimization best practices
  • Championed "one team" philosophy fostering open-source collaboration with multiple platform contributions

October 2019 - April 2020

Staff Software Engineer

Super Evil Megacorp · San Mateo, CA

Games: Catalyst Black, Vainglory

  • Implemented constraint-based layout library reducing code bloat and enabling declarative UI philosophy (C++)
  • Developed software font rendering tech with dynamic glyph maps and multi-language support (C++, OpenGL)
  • Re-engineered client IAP abstraction enabling extensible purchase API and third-party storefronts in China

March 2015 - October 2019

Sr. Software Engineer

Super Evil Megacorp · San Mateo, CA

Games: Vainglory

  • Architected DataModel abstraction layer improving code maintainability and feature development velocity (Python)
  • Led Android platform launch transforming incomplete game port into production-ready mobile title (C++, Java)
  • Delivered 10+ core game features (guilds, teams, quests) driving retention and monetization (Python, C++, Redis)
  • Implemented dynamic texture atlas system with complete pipeline for packing and runtime consumption (C++, Python)
  • Built complete in-game VoIP client for Mac, Android, iOS with star/mesh topologies (C++, PJSIP)
  • Developed match simulation tools improving developer workflows (Python, JavaScript, HTML)

March 2012 - March 2015

Sr. Software Engineer

Machine Zone · Palo Alto, CA

Games Shipped: Game of War: Fire Age, Race or Die 2, IMob 2

  • Core team member (1 of 3 engineers) shipping Game of War from prototype to dual mobile platforms
  • Architected templated Entity Component System transforming engine architecture by decoupling data and logic
  • Designed novel pool allocator interface improving engine performance by reducing runtime allocations
  • Optimized core engine systems (texture atlasing, sprite batching, 2D animation) for maximum performance
  • Built debug command line interface enabling in-game Lua script debugging and hot loading for faster iteration cycles
  • Implemented Spriter runtime support with shader/particle attachment for complex animation effects
  • Led technical mentoring and interviews contributing to team scaling and knowledge transfer
  • Delivered 20+ game features and core systems providing high-quality codebase foundation

March 2011 - March 2012

Software Engineer

Machine Zone · Palo Alto, CA

Games Shipped: Global War, Original Gangsters

  • Built scalable casino system with 7 mini-games and complete tool suite as first major deliverable
  • Designed company's first multi-title tutorial system with metrics support increasing player engagement
  • Rebuilt core project infrastructure enabling rapid prototyping without engineering support
  • Implemented multi-title player gifting with comprehensive support tooling
  • Optimized test suite runtime by 75% accelerating build processes and developer productivity

May 2010 - March 2011

Software Engineer

Visual Health Information · Puyallup, WA

Healthcare Technology & Education Solutions

  • Led 10-year ASP.NET ecommerce modernization updating features and APIs to 2010 standards
  • Co-built interactive math platform for Colorado Board of Education serving thousands daily
  • Maintained 3D rendering services automating Flash video generation with integrated audit process
  • Enhanced core ecommerce systems implementing features while maintaining minimal downtime

January 2010 - September 2010

Software Engineer

ManTech · Dupont, WA

Military Communications & SOA Systems

  • Designed and integrated system services for distributed SOA tools supporting military communications
  • Maintained and refactored key components producing stable codebase with higher efficiency
  • Operated in agile environment collaborating across teams with disciplined cross-team API development
  • Conducted design and code reviews supporting high standards and maintainable architecture

June 2009 - December 2009

Software Engineer Intern

NewTec EPG · Dupont, WA

Enterprise Developer Tools & SOA Architecture

  • Contributed to 9-developer team delivering first-release enterprise developer tool
  • Designed and deployed two major services in scalable SOA middleware environment
  • Built customer-facing user interface for enterprise developer tool
  • Created developer-facing APIs for mission-critical tools enabling team productivity
  • Advocated for quality UML documentation and test-driven methodologies for successful delivery

June 2006 - July 2008

Systems and Network Administrator

Fred Meyer · Puyallup, WA

Enterprise IT Infrastructure & Security

  • Managed enterprise IT infrastructure (servers, networking, printing, embedded production systems)
  • Integrated software updates ensuring secure and operational IT infrastructure
  • Administered security clearances and password management for retail operations

Publications

Online Micro-Level Decision Making in Real-Time Strategy Games: A Case-Based Reasoning and Reinforcement Learning Approach

Citation:
Mowery, Chad., Spencer, Nathan., Bichendaritz, Isabelle. "Online Micro-Level Decision Making in Real-Time Strategy Games: A Case-Based Reasoning and Reinforcement Learning Approach." ICCBR Workshops, July 2010.

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.

Abstract:

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.

Key Insights:

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.

📄 Download the Paper

Personal Projects

Brewerly.io Web Application Screenshot

Brewerly.io

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.

Starcraft AI Project Screenshot

Starcraft AI

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.

GuessPhrase Game Screenshot

GuessPhrase

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.

F***ing Roguelike Game Screenshot

F***ing Roguelike

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.

Zombies! Game Screenshot

Zombies!

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.

Mitch Says Website Screenshot

Mitch Says .com

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.

Surf Tetris Game Screenshot

Surf Tetris

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.

Hackspace Development Playground Screenshot

Hackspace

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.

bin.dungeon_crawl in Hackmud Screenshot

bin.dungeon_crawl

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.

Let's Work Together

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.