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David Broadhurst

I'm an experienced results orientated leader, manager and architect/developer who can provide cross-functional teams with just the right amount of process to deliver the best possible results. My philosophy is based on agile processes but I’m also an advocate for bespoke processes that are tailored to the core strengths of the team. I'm passionate about building self-sufficient highly organized teams who understand the value of delivering against well-defined goals.
david@union25.com

Skills

Languages - MC68000, 6502, C/ C++, Javascript, Typescript, C#
Frameworks - React, Angular, NodeJS, Express, Unity, AWS, Microservices
SDLC - Waterfall, Agile, Scrum, GitFlow, CI/CD, DevSecOps
Roles - CTO, Director, Manager, Architect, Lead, Developer
Databases - SQL, Elasticseach, MongoDB

Job Experience

Zoic Labs LLCJan 2017 - Present
Director of Engineering / Principle Architect
Hands-on software architect building and managing a team of full-stack developers making next-gen web applications.
Contributed to multiple Government Full Stack projects
Worked on various R&D / protype projects using Web and Native stacks
Implemented and used various DevOps and DevSecOps pipelines
Union25 LLCJan 2012 - Present
Founder
I founded Union25 LLC to develop applications that blur the lines between native and web-based technology stacks. My goal is to deliver applications that don’t compromise on quality by using tools and technologies that allow for rapid development without any unnecessary overhead.
Lead Android-based Multi-Media service
Contrubited to Cloud based UI for Charter Communications
Vigil Games/THQAug 2011 - Jan 2012
Studio Director of Production and Operations
Moved to Vigil Games to continue and grow the processes that were developed at Kaos. In addition to production, I’m also responsible for studio operations including HR, finance, IT, and recruiting. At its peak, the operations team supported 250 employees.
Darksiders 2 - X360, PS3 and PC
Kaos Studios/THQAug 2009 - Aug 2011
Director of Development
Hired by Kaos to get Homefront back on track after a successful E3 reveal. After some initial discovery defined and executed a plan to develop a predictable road map to project completion. Steps included hybrid waterfall / agile process definitions, management training and mentoring, identifying and hiring for key positions, growing overall Manhattan production capacity, and augmenting additional development support from Montreal and Los Angeles. In addition to my production duties, I also managed the finance and IT departments.
Homefront - X360, PS3 & PC
Electronic ArtsAug 2006 - Aug 2009
Senior Development Director
I joined EA Tiburon as a Franchise Development Director for the NASCAR and Tiger Woods franchises. Over the years I was involved in all the titles at Tiburon in some way but mostly focused on NASCAR and Tiger Woods. I was directly responsible for Tiburon's first simultaneous X360 and PS3 release. Over the years my duties covered a wide range including team leadership, external developer diligence and new sports IP identification.
Genuine Games Inc.Apr 2002 - Aug 2006
Owner / CTO / Development Director
Genuine Games was a privately owned studio that I formed with two business partners. My role was Development Director and CTO. My duties included hiring the best and brightest to build our games, capacity planning, risk identification, and risk mitigation, publisher relations, project acquisition, scheduling, and defining and executing our studio development processes.
50 Cent Bulletproof - PS2, Xbox
Fight Club - PS2, Xbox
BlackOps Entertainment LLCAug 1998 - Apr 2002
CTO / Development Director / Lead Programmer
Joined BlackOps as a Lead Programmer to develop Knockout Kings 2000 for the N64. Lead a team of 20+ developers through all phases of the project life cycle. During Knockout Kings 2000 I was promoted to Development Director in addition to my Lead Programmer duties. I was also responsible for developing BlackOps first PS2 & Xbox titles and became the studio CTO.
Knockout kings 2000 - N64
Knockout kings 2001 - PS2
Knockout kings 2002 - Xbox
Creations Ltd.May 1996 - Aug 1998
Lead Programmer
Acquired deep knowledge of the N64 hardware and toolsets. Used SGI Unix development machines and toolsets. Lead a team of 15+ developers to deliver Software Creation's first FIFA title for EA. The success of this title became the foundation for several other projects being placed at Software Creations from EA.
Fifa 99 - N64
World cup 1998 - N64
Psyonic SystemsJan 1991 - May 1996
Owner / Lead Programmer
Wrote and developed all engine and toolsets using MC68000 for games listed. As an independent developer, I also secured publishing deals with Europress, Team 17, and Probe Software. I was also responsible for business administration such as year-end tax submissions, quarterly VAT submissions, and financial planning.
Bubble Bobble - Playstation 1, Sega Saturn
Judge Dredd the Movie - Sega Genesis, Sega Genesis 32x
Daffy Duck goes to Hollywood - Sega Genesis
Assassin SE - Commodore Amiga
Overdrive - Commodore Amiga
Assassin - Commodore Amiga
Dojo Dan - Commodore Amiga / Atari ST
Software CreationsJun 1987 - Jan 1991
Lead Programmer / Software Development Manager
Developed engine, tools, and music drivers using MC68000 assembly language for all the ST / Amiga games listed. My other duties included the Software Development manager which involved managing other programmers and updating our publishers with project status.
Sly Spy Secret Agent - Commodore Amiga / Atari ST
Ghouls and Ghosts - Commodore Amiga / Atari ST
LED Storm - Commodore Amiga / Atari ST
Bionic Commando - Commodore Amiga / Atari ST
Bubble Bobble - Commodore Amiga / Atari ST

Education

City and Guilds in Computer Programming

Other

In 1999 my team won the Academy of Interactive Arts & Sciences award for Knockout Kings. I was credited as Lead Programmer and Development Director