
- #Clive downie code#
- #Clive downie Pc#
They spoke, we listened, and we made some changes to address their concerns. This happened recently we launched new pricing and subscription products and hadn’t spent enough time talking to customers.
What has been your biggest mistake? Not speaking up enough on occasions, when I simply know things are wrong. Professionally? Seeing people who have been in my teams go on to be massively successful. What has been your greatest achievement? Being a dad, that’s huge. The people who said, “why don’t you leave QA and come into marketing and be an assistant product manager on Prince of Persia 2? We think your communication style is really good, and you know about gamers, why don’t you give it a go?” And eventually, it was “would you like to move to America and lead marketing for a large component of EA?” It’s the people who placed a big bet on me that helped me get where I am today. But I would say most influential have been the people who have posed questions to me, the ones who have put opportunities in my way that had been scary and audacious but pivotal to my career. Who has been the biggest influence on your career? I’ve had some very good mentors at various stages in my career, I can’t name just one. That was just a space training game, but it promised and delivered on this truly expansive universe where you could be whoever you wanted to be. The first game I ever got excited about was Elite, on the BBC Micro. Cars really excited me, I always found their brands and marketing very evocative. Really great components from Technics back in the '80s.
What was the first product you got really excited about? Hi Fi. #Clive downie code#
When I found a bug, I’d write down a time code and description of the bug on the front of the tape, and then at the end of the day I’d hand the video back to the developers, who’d then try to reproduce them.
#Clive downie Pc#
That involved running the Amiga, Atari ST, Super Nintendo, Sega Genesis or PC through a video recording device and playing the games. The other half was testing in-development games. There was no email then, this was in 1992, I received letters in the mail or phone calls from EA customers all around Europe, telling me they couldn’t use our games for various reasons or were stuck in games and needed hints.
What was your first job? I was a QA and customer service rep for Electronic Arts. I lived there until I was 16, when I moved to London to chase my dreams. Where were you born and raised? I was born in Plymouth, a town in the southwest of England. Additionally, Downie held management positions at Mattel, Inc., where he led international marketing and licensing for Hot Wheels Motorsports.Name: Clive Downie Prior to that, Downie was Vice President of Studios, managing DeNA’s internal studios in North America and Europe, and the Vice President of Marketing and Revenue at ngmoco, Inc., a mobile game company acquired by DeNA in October 2010.īefore joining ngmoco, Downie spent more than 15 years at Electronic Arts where he served as Vice President of Marketing, managing some of the world’s most successful game franchises including FIFA Soccer, Need for Speed, Medal of Honor and Command & Conquer. In that role, Downie oversaw the company’s mobile social game platform, Mobage West, and also managed DeNA’s western third-party business and first-party game studios in San Francisco, Vancouver and Chile.
Most recently, he served as Chief Executive Officer of DeNA West, the company’s American and European division. Prior to joining Zynga, Downie held several leadership positions at DeNA Co., Ltd., a global leader in mobile social gaming services. Downie has more than 20 years of international experience across console and free-to-play mobile games, and an extensive history leading teams and publishing hit global game franchises and services. Prior to that Clive Downie was Chief Operating Officer for Zynga, where he oversees the company’s worldwide operations and execution.