Brian Neal

Software Engineer III at Electronic Arts

San Francisco Bay Area

Current
Past
  • Lead Database Software Engineer at Flagship Studios / Ping0
  • Senior Editor / Publisher at aceshardware.com
  • Programmer at Communications Engineering Technology, Inc.
Connections
128 connections
Industry
Computer Games
Websites

Brian Neal’s Summary

Lead Database Software Engineer at Ping0 / FSS. Designed and implemented the persistence system for Hellgate: London and Mythos, and achieved record-breaking performance and concurrency in a single-shard.

Brian Neal’s Specialties:

Server Architecture, Database Design, High Performance Caching Systems

C/C++, .NET/C#, Java
SQL Server 2005, Sybase ASE, Oracle


Brian Neal’s Experience

  • Software Engineer III

    Electronic Arts

    (Public Company; 5001-10,000 employees; ERTS; Computer Games industry)

    August 2008Present (1 year)

    I'm an engineer on an exciting new project at EA.

  • Lead Database Software Engineer

    Flagship Studios / Ping0

    (Privately Held; 11-50 employees; Computer Games industry)

    July 2006July 2008 (2 years 1 month)

    I was the Lead Database Software Engineer at Flagship Studios. I designed the persistence system for Hellgate: London and Mythos. This system has delivered record-breaking performance and concurrency levels in real-world deployments -- 68,000 concurrent users all on a single shard. I was also closely involved in a wide-array of multiplayer game systems, from core services to social/community game features and online payment systems.

  • Senior Editor / Publisher

    aceshardware.com

    (Privately Held; 1-10 employees; Computer Hardware industry)

    May 1998March 2005 (6 years 11 months)

    I founded and ran this leading online technology publication. Aceshardware.com published top-notch computing and techology reviews, with a particular specialty in enterprise server evaluation and testing. My responsibilities included managing the company and its editorial staff, business arrangements, producing and supervising content, and much more. I was fortunate to have one of the best teams in the business and I am incredibly proud of the results we produced over the better part of a decade in online publishing.

  • Programmer

    Communications Engineering Technology, Inc.

    (Privately Held; 11-50 employees; Computer Software industry)

    January 1997November 1999 (2 years 11 months)

    I started out as a young programmer working for an engineering firm doing lots of interesting scientific application development. This is also where I started designing high-performance, highly-scalable database architectures, something that remains a great interest to me 10 years on.


Additional Information

Brian Neal’s Websites:

Brian Neal’s Groups:

  •    International Game Developers Association
  •    Game Developers
  •    Game Developers Conference®
  •    Game Creator's Network
  •    VideoGame Professionals
  •    Flagship / Ping0
  •    Electronic Arts Employees

Brian Neal’s Contact Settings

Interested In:

  • career opportunities
  • job inquiries
  • reference requests
  • getting back in touch

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