Adam Maxwell
AeroLeads people directory · profile

Adam Maxwell Email & Phone Number

Senior Designer at Bungie
Location: Mead, Colorado, United States 19 work roles
1 work email found @bungie.com 3 phones found area 650 and 720 LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 86%

Contact Signals · 1 work email · 3 phones

Work email a****@bungie.com
Direct phone (650) ***-****
LinkedIn Profile matched
3 free lookups remaining · No credit card
Current company
Role
Senior Designer
Location
Mead, Colorado, United States

Who is Adam Maxwell? Overview

A concise factual answer block for searchers comparing this professional profile.

Quick answer

Adam Maxwell is listed as Senior Designer at Bungie, based in Mead, Colorado, United States. AeroLeads shows a work email signal at bungie.com, phone signal with area code 650, 720, and a matched LinkedIn profile for Adam Maxwell.

Adam Maxwell previously worked as Senior Systems Designer at Intrepid Studios, Inc and Lead Designer at Soulbound Studios.

Company email context

Email format at Bungie

This section adds company-level context without repeating Adam Maxwell's masked contact details.

{first_initial}{last}@bungie.com
86% confidence

AeroLeads found 1 current-domain work email signal for Adam Maxwell. Compare company email patterns before reaching out.

Profile bio

About Adam Maxwell

With a proven track record of over two decades, I'm a senior design leader passionate about building and managing teams that create exceptional games. My background includes hands-on design, systems expertise, IP development, and a deep understanding of production pipelines. I've contributed to a wide array of projects, from MMOs like Rift, to groundbreaking endeavors with studios like Bungie and Intrepid Studios. I thrive in collaborative environments, where I can both mentor and learn from those around me.

Listed skills include Game Design, Game Development, Video Games, Mmo, and 47 others.

Current workplace

Adam Maxwell's current company

Company context helps verify the profile and gives searchers a useful next step.

Bungie
Bungie
Senior Designer
Mead, CO, US
AeroLeads page
19 roles

Adam Maxwell work experience

A career timeline built from the work history available for this profile.

Senior Designer

Mead, Co, Us

Senior Designer

Bellevue, Wa, Us

Combatants Feature Lead on Destiny 2

Nov 2022 - Apr 2024

Lead Designer

Bellevue, Wa, Us

Lead Designer on Chronicles of Elyria and the Kingdoms of Elyria sub-projectPrimarily responsible for mechanics, systems, and client-side implementation

Jan 2021 - Oct 2022

Co-Founder

Skyward* Corp.

At Skyward*, my partner and I provided consultation and work for hire IP development, product coordination, systems design, and content creation on titles for iOS, Android, Windows, Macintosh, WiiU, the web and proprietary hardware platforms for clients across the globe including IllFonic, Cloud Imperium Games, Wargaming.Net, Obsidian, Mail.Ru, and others. In that time, Skyward* accomplished the following, and more:- Led the design of the MMO Revival- Produced the team responsible for PvE content in Armoured Warfare- Produced the team responsible for Star Marine content in Star Citizen- Produced an R&D team investigating engine platforms for Wargaming.net- Produced and wrote the Lore and IP, including the novelization, for the game Dragons & Titans- Shipped over 13 titles across 8 platforms.

Apr 2011 - Oct 2022

Senior Staff Designer

Renton, Wa, Us

Lead designer on an unannounced (and *awesome*!) title.

Mar 2020 - Jan 2021

Lead Designer

Bellevue, Wa, Us

Lead Designer on Chronicles of Elyria focusing on Multiplayer Evolving Online World design.

Oct 2017 - Mar 2020

Design Director

Louisville, Colorado, Us

As the Design Director on Fortune Online, it has been my responsibility and honor to guide the vision of the product and mentor the project's design team; organizing and managing their efforts towards realizing an action RPG of a level of quality and complexity previously thought impossible, via flash.• Managed and mentored design staff, including offsite and outsourced design work efforts.• Oversaw design and implementation of all game content• Developed IP and oversaw lore creation for the world of Alaros, the setting for the online game Fortune Online• Developed and oversaw content planning and production for Fortune Online• Developed and implemented key game and social interaction mechanics for Fortune Online

Apr 2010 - Mar 2011

Lead Designer

Redwood City, Us

As the Lead Designer on the MMO that would become Rift, it was my responsibility to cultivate and guide the vision of the game. While much of my effort was devoted to working with the director and producers to direct the efforts of the 30+ member design team, I was also responsible for the principal design work on most of the core systems of the game and platform technology, including the dynamic content systems that make the rifts themselves possible.• Created IP for the world of Telara, the setting for the MMO Rift• Worked with engineers and key creatives to design and develop revolutionary dynamic content technologies• Designed dynamic content plan for "Rift" MMO• Designed meta-game and meta-game mechanics for "Rift" MMO• Designed races and racial abilities for "Rift" MMO• Oversaw design and implementation of all core mechanics of the game• Oversaw design and implementation of all game content• Managed and mentored design staff of over 20 designers• Worked with external partners to coordinate efforts for cross-media promotion and IP development

Apr 2009 - Feb 2010

Senior Designer

White Plains, New York, Us

Primilarily responsible for game lore, world conception and IP development on an unnanounced Fantasy MMO project.

Jan 2007 - Apr 2009

Lead Designer

The Collective

I manage the design team of scripters and level designers, overseeing the production of a next gen multi-platform console title at the Collective. I am responsible for the creative direction and vision creation/steering for the project. As a result, my duties cover several areas of game design in addition to the top the level management and direction I provide. These duties include work in Systems Design, Writing and Level design.• Worked with Warner Bros. Interactive to ensure Xbox360/PS3 title "Dirty Harry" was in line with their goals and expectations• Worked with Warner Bros. Interactive to finalize and approve script, casting choices and voice over recording for "Dirty Harry"• Designed and implemented lip synching/phoneme matching system for "Dirty Harry"• Designed and prototyped meta-game and investigation mechanics for "Dirty Harry"• Designed gun combat mechanics for "Dirty Harry"• Designed and implemented ambient life AI system for "Dirty Harry"• Managed design team on "Dirty Harry"• Managed writers on "Dirty Harry"

Oct 2006 - Jan 2007

Studio Senior Designer

The Collective

As the Studio Senior designer I move between projects providing design expertise in all forms where and as needed to ensure our products are a success.

Mar 2006 - Oct 2006

Lead Content Designer

Louisville, Colorado, Us

The Lead Content Designer position is responsible for all top-level design of in-game content (e.g. levels, missions, enemy types, backstory, etc.) in a NetDevil project. Lead Content Designers manage and direct 2 design sub-teams to construct in-game environments (the levels team) and mission/scenario content (the content team). On the current project, Auto Assault, there are 3 Lead Content Designers, each one responsible for the design and implementation of the content for one of the game's three player races. These responsibilities include working with the Art and Engineering Leads to manage the implementation of the Content Lead's design. Lead Content Designers report to the Design Director and the company owners.• Designed "mutant" faction content for the NCSoft MMO "Auto Assault"• Worked with engineers to design tools and content creation pipeline for "Auto Assault"• Mentored, managed and worked in the trenches with a team of between 6 and 12 designers and writers to implement mutant content for "Auto Assault"• Designed and prototyped outpost capture mechanic and PVP gameplay for "Auto Assault"• Designed and prototyped player housing system for "Auto Assault"• Pioneered efforts to leverage existing technology to broaden gameplay experience in "Auto Assault"• Wrote several articles for "jossh.com" the content portal for the space-flight MMO "Jumpgate Classic"• Performed in several live events for "Jumpgate Classic" MMO

Dec 2003 - Jan 2006

Lead Designer

Vr1

Lead Designers are responsible for the design of a product from concept to ship. Duties include concept creation, product pitching, management of the design team to oversee both pre-production and production and hands on implementation of systems, environments and scenarios within Xbox and PS2 games. This position reports to the Producer and the Studio Director.• Senior Designer on Xbox title Nightcaster responsible for combat, AI, boss, and interface design• Lead designer and producer on Xbox title Nightcaster 2• Designed combat system for GBA title Sea Trader• Shipped 3 titles in 3 years• Contributed design and production expertise to 8 titles at the studio

Aug 2000 - Nov 2003

Producer

Jaleco, Inc

It is the producer's job to ensure that each greenlighted project is completed on time, in budget and at a high standard of quality. The Producer is responsible for the oversight of all aspects of the game's development, from directing the course of the game's development to managing the four production teams (engineering, art, audio and design), scheduling, budgeting, and teaming building. The Producer reports directly to the Studio Head.

Mar 2002 - Dec 2002

Qa Lead

Scour, Inc

The QA Lead is responsible for the oversight and management of the QA department during day to day software testing. Additionally, the QA Lead generates all test plans and associated documentation, schedules testing and verification processes and works directly with the producer to verify the product's quality. This position reports to the Producer and the CTO.• Staffed and managed QA department• Developed test plans for multiple client/server + web services projects in the Scour line, including the Scour site, Scour Exchange and MyCaster flagship products• Developed and implemented community management/online support strategy for MyCaster product

Dec 1999 - Jun 2000

Game Designer

Lowell, Ma, Us

As a Game Designer on the game 'Fear Effect' I was responsible for creature behavior design, weapon design, player control design, level design and implementation, puzzle design and implementation, and enemy AI population for 3 of the game's environments. This position reported to the Producer and Lead Designer.• Designed all weapons for title "Fear Effect"• Designed combat mechanic and related data for title "Fear Effect"• Lead implementation effort for 3 of the 6 levels for title "Fear Effect"

May 1999 - Oct 1999

Game Designer

Redline Games

As a Game Designer at Redline I contributed to all aspect of the design of the game 'Third World' which was to be published by Activision. As part of this effort I created much of the game's backstory, player races, and core mechanics. I also designed and implemented many of the game's locations as well as managed one other level designer. Originally my position reported to the Lead Designer, but I was promoted to Lead Designer at the beginning of my last year at the company. as Lead Designer I was responsible for all aspects of game design and served as one of the executives of this small studio, helping to direct the course of company business.• Built and managed small level design team• Designed all AI for title "Third World"• Developed new IP for title "Third World"

Oct 1997 - Apr 1999

Qa/Technical Support

Irvine, Ca, Us

I actually filled several roles in my time at Blizzard, though the bulk of my time there was spent as one form of QA tester or another. I worked as a QA tester and Hardware compatibility tester on Warcraft 2 * its expansions, Starcraft, Diablo, and the Macintosh ports of Warcraft 1, 2 & its expansions. I also served as an assistant producer on the Warcraft 2 expansion, organized and ran the hardware compatibility lab for the studio, and worked as an online rep and community manager for battle.net in the time between Diablo 1 and Starcraft.

Jul 1995 - Oct 1997
FAQ

Frequently asked questions about Adam Maxwell

Quick answers generated from the profile data available on this page.

What company does Adam Maxwell work for?

Adam Maxwell works for Bungie.

What is Adam Maxwell's role at Bungie?

Adam Maxwell is listed as Senior Designer at Bungie.

What is Adam Maxwell's email address?

AeroLeads has found 1 work email signal at @bungie.com for Adam Maxwell at Bungie.

What is Adam Maxwell's phone number?

AeroLeads has found 3 phone signal(s) with area code 650, 720 for Adam Maxwell at Bungie.

Where is Adam Maxwell based?

Adam Maxwell is based in Mead, Colorado, United States while working with Bungie.

What companies has Adam Maxwell worked for?

Adam Maxwell has worked for Bungie, Intrepid Studios, Inc, Soulbound Studios, Skyward* Corp., and Adept Games.

How can I contact Adam Maxwell?

You can use AeroLeads to view verified contact signals for Adam Maxwell at Bungie, including work email, phone, and LinkedIn data when available.

What skills is Adam Maxwell known for?

Adam Maxwell is listed with skills including Game Design, Game Development, Video Games, Mmo, Unity3D, Online Gaming, Content Strategy, and C#.

Find 750M verified contacts

Search by job title, company, industry, location, and seniority. Export verified B2B contact data when you need it.