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Work Background
Senior Director Business Development
DidimoSenior Director Business Development
Nov. 2022 - Aug. 2023Porto, PortugalRecruited to redirect tech-based company technology, business model, sales. Pivoted a tech-focused team from photo-based to generative AI with focus on asset generation at scale. Ground-up creation of product design, sales strategy, targets, partnerships, with focus on AAA titles and tech needs. ➥ Closed deals with premier development teams. ➥ Built sales process, assets, and reporting for new technology development. ➥ Lead all BD and sales efforts including partnerships, tech evangelization, conference talks.
Senior Director of Business Development & Intelligence
Spectrum LabsSenior Director of Business Development & Intelligence
Jan. 2021 - Dec. 2022United StatesRecruited to craft and assume a strategic Trust & Safety role, I joined a startup that provides contextual AI, automation, and services to help consumer brands like Match.com recognize and respond to toxic behavior across all languages. I contributed greatly to daily operations as well, imparting a key understanding of audience needs, legal issues, policy impacts, and regulatory bodies. ➥ Created relationships with data source companies, enabling Spectrum to expand methods of identifying toxic conversations. ➥ Served as Primary Partner manager for Agora, Twilio, Amazon, Intel, and government/NGO agencies. ➥ Augmented the sales process by creating partnerships and explaining/evangelizing technology for key partner accounts and premier third-party game companies. ➥ Managed all Business Process Outsourcing partnerships and licensing.
Senior Director of Business Development
Spirit AISenior Director of Business Development
Jan. 2017 - Dec. 2021London, San FranciscoHere I built a team and company from the ground up, overcoming business, legal, and technical hurdles and hiring carefully to support the development of this start-up’s trust and safety management software and its gaming character engine. ➥ Hired and coached a team that reached 23, managing core development and data-science groups with emphasis on marketing and sales. ➥ Educated on the legal implications of censorship, and the critical role of customer service. ➥ Generated 90% of company revenue and a solid client base, responsible for key deals with Zynga, Twitch, and Intel. ➥ Maintained responsibility for Licensing, Revenue, Contract Negotiation, Technology Evangelism, and Engine, an AI-based conversational software. ➥ Led interface with all C-level executives around technology licensing and integration, and was relied upon by investors as a trusted back-channel point of contact.
Senior Business Development Manager
CrytekSenior Business Development Manager
Jan. 2016 - Dec. 2016San Francisco Bay AreaDrawn to an international role and the opportunity to license a competitive multi-media game engine. Managed the directional change in technology licensing while game engine licensing went through a fundamentation shift while contributing to the Business Model, Licensing, Partner Relationships, and other contract negotiations. ➥ Evangelized CRYENGINE and Film Engine technologies to game developers and Entertainment industry executives. ➥ Cross-team coordination of product, marketing, support, and development.
Senior Business Development Director
ApportableSenior Business Development Director
Jan. 2013 - Dec. 2015San Francisco Bay AreaTook a turn in small tech, shifting a technology R&D-focused company into a service provider converting IOS to Android apps with just 10% of the effort it takes to originate two different versions. Provided direction in licensing, revenue, technology evangelism, partnerships, product positioning, marketing, and sales. ➥ Generated all key contracts – 85% of company revenue – and grew Apportable from 15 to 300 titles during tenure. ➥ Created a compelling narrative in licensing accounts, with full sales cycle responsibility from prospecting to contract negotiations to integration, launch, and post-sales support.
Consultant/Advisor
Alau ConsultingConsultant/Advisor
Nov. 2011Advisor/consultant to game technology providers and developers. ➥ Evaluate design, feature functionality, and product performance for apps and technology providers ➥ Ad-hoc advisor to new development teams and investors esp. market state, development costs, trends. ➥ Assist small development teams find publishers and appropriate deals with licensors/licensees for titles. Included: Business plan, strategy, market state, adjunct markets, mobile/social understanding. ➥ Find and match developers/publishers/middleware solutions/technologies for clients ➥Digital Publishing (Steam) ➥ Educate, Advise and Assist developers on game/title development best practices, software, standards ➥ Introduce, match teams and establish relationships for game development teams and decisions makers ➥ 3rd Party relations and Business Development for games teams, hardware, and technology ➥ Occasional Trust and Safety advisor
V.P. of Business Development
Digital ExtremesV.P. of Business Development
Jan. 2008 - Dec. 2011San Francisco, CAHere I took on the challenge of building market share for a video game innovator by selling and licensing its competitive game engine. I traveled coast to coast showing off Digital Extreme’s competitive edge. ➥ Owned the Evolution Engine business unit, including licensing, support, development, competitive analysis, product strategy, customer experience, sales, developer relations, contracts, licensing, and partnerships. ➥ Sourced, negotiated, and closed a AAA title (Star Trek) for internal development.
Senior Account Manager
IGN EntertainmentSenior Account Manager
Jan. 2006 - Dec. 2008Leveraging tremendous initiative and strong presentation, I saw and seized a revenue expansion opportunity that changed the way technology and marketing teams worked together to serve customers. I moved this gaming software company forward across Business Development, Content Acquisition, Product Development, Game Communities, and Sales of GameSpy Online SDKs. ➥ Generated the company’s biggest deal with Rockstar Games/Grand Theft Auto that far exceeded average licensing transactions. Recognizing a larger opportunity, convinced Rockstar to entertain an IGN proposal for expanding features for its overall gameplay – additions like holo-presence, heat maps, and an online game club. Creatively orchestrated using the GTA’s marketing budget – rolling tech development in with IGN’s ability to produce banner ads – in proving out the ability to license and build new technology for Rockstar, delivering for 40% less. ➥ Identified, targeted, negotiated, and closed licensing deals with AAA title publishers and developers, with an emphasis on online technologies and communities.
Account Manager - Global Technology
Electronic ArtsAccount Manager - Global Technology
Jan. 2005 - Nov. 2005Primary interface between game team leaders and core technology teams ➥Manage worldwide technology efforts to streamline development cycles ➥Determine requirements, success criteria, priorities, and schedule for worldwide technology development efforts ➥Maintain global technology relationships following execution and deployment ➥Present plans, educated teams, obtain consensus and integrate development cycle for global technology platform
Community Manager
Linden LabCommunity Manager
Feb. 2002 - Oct. 2003➥Comprehensive data mining to determine user behaviors, interests, with special considerations involving adjusting online world to user desires complexities ➥Researched, negotiated, maintained customer feedback mechanisms, design CS in-world tools with special regards to user created freedoms ➥Identified new markets and user bases for user created online world, increasing customer base ➥Wrote policy and implemented user TOS for online world, with special regards to COPPA, DMCA and trademark requirements ➥Created and implemented DMCA compliance policy and procedure ➥ Design and create new user experience and world walkthrough for massive-multiplayer -online world
Business Development Manager
Sony Online EntertainmentBusiness Development Manager
Jan. 2001 - Nov. 2001➥ Research and recommend all new business ventures including wireless games, online and standalone PC games, console titles, new and emerging markets, available properties, potential studios, appropriate opportunities ➥ Negotiated contracts for title development ➥ Established and cultivated relationships with Sony Online partners, 3rd party developers, technology holders, and property managers, including legal, marketing, development and customer service issues ➥ Researched and created wireless strategies: developed business models, evaluated Sony properties, analyzed development teams, licensing opportunities for wireless titles ➥ Licensed key property (Everquest) to Pen and Paper RPG game, graphic novel, action figure, novels, presented title pitch for television and film. ➥ Created business cases for (or against) key titles and properties, including development and support costs, marketing costs, potential audiences and industry history.
Technical Account Manager
Sony Computer Entertainment AmericaTechnical Account Manager
Mar. 1996 - Jan. 2001➥ Key contact for all PlayStation and PlayStation 2 technical information all North American territories ➥ Primary source of technical information for PS/PS2 title development ➥ Guide 3rd party developers and publishers through title submission process including, NDA s, development tools installations and maintenance, technical documentation, website access and software installation, concept approval, international guidelines checklist, test process, avoiding development pitfalls, and gold master submission. ➥ Managed and maintained 3rd party developer support website ➥ Coordinate between international partners to maintain consistency of submission processes and checklists ➥ Cultivate and manage international 3rd party middleware program ➥ Legal research for 3rd party compliance on NDA, tools security, and library files
Producer
AnimaTekProducer
Jan. 1994 - Dec. 1996Producer and Project manager for several PC titles and Hasbro VR. Learned game design from Alexey Pajitnov (Tetris).
QA/CS/TS
MaxisQA/CS/TS
Jan. 1992 - Dec. 1994Entry into the Game Industry with Testing, Customer Support, and game design. worked on SimCity 2000, SimAnt, Sim Earth, Robosport, A-Train and others. Learned game design under Will Wright.

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