Christopher Sica
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Christopher Sica Email & Phone Number

Lead Game Designer at Deck Nine Games at Deck Nine Games
Location: Denver Metropolitan Area, United States 11 work roles 2 schools
1 work email found @deckninegames.com 4 phones found area 954 LinkedIn matched
✓ Verified Jul 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 4 phones

Work email c****@deckninegames.com
Direct phone (954) ***-****
LinkedIn Profile matched
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Current company
Role
Lead Game Designer at Deck Nine Games
Location
Denver Metropolitan Area, United States
Company size

Who is Christopher Sica? Overview

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Quick answer

Christopher Sica is listed as Lead Game Designer at Deck Nine Games at Deck Nine Games, a with 101 employees, based in Denver Metropolitan Area, United States. AeroLeads shows a work email signal at deckninegames.com, phone signal with area code 954, and a matched LinkedIn profile for Christopher Sica.

Christopher Sica previously worked as Lead Game Designer at Deck Nine Games and Senior Game Designer at Deck Nine Games. Christopher Sica holds Masters Of Science, Game Design from Full Sail University.

Company email context

Email format at Deck Nine Games

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{first_initial}{last}@deckninegames.com
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AeroLeads found 1 current-domain work email signal for Christopher Sica. Compare company email patterns before reaching out.

Profile bio

About Christopher Sica

Christopher Sica is a Lead Game Designer at Deck Nine Games at Deck Nine Games. He possess expertise in final cut pro, video editing, film, quality assurance, post production and 16 more skills.

Listed skills include Final Cut Pro, Video Editing, Film, Quality Assurance, and 17 others.

Current workplace

Christopher Sica's current company

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Deck Nine Games
Deck Nine Games
Lead Game Designer at Deck Nine Games
westminster, colorado, united states
Employees
101
AeroLeads page
11 roles

Christopher Sica work experience

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

Lead Game Designer

Current

- Create various prototypes using Blueprints in Unreal- Design, prototype, and implement gameplay systems in Unreal- Leading development for gameplay mechanics- Collaborate with cross-discipline teams as strike team leader- Communicate regularly with leads and stakeholders- Plan objectives for the design team and support fellow designers- Define gameplay using clear and concise documentation- Interpret creative direction to execute project goals- Script gameplay moments using cinematic tools and Unreal

Jun 2022 - Present

Senior Game Designer

Westminster, Colorado, United States

- Create various prototypes using Blueprints in Unreal- Design, prototype, and implement gameplay systems in Unreal- Leading development for gameplay mechanics- Collaborate with cross-discipline teams as strike team leader- Communicate regularly with leads and stakeholders- Plan objectives for the design team and support fellow designers- Define gameplay using clear and concise documentation- Interpret creative direction to execute project goals- Script gameplay moments using cinematic tools and Unreal

Jun 2021 - Jun 2022

Game Designer

Colorado

- Create various prototypes using Blueprints in Unreal- Design, prototype, and implement gameplay systems in Unreal- Leading development for gameplay mechanics- Collaborate with cross-discipline teams as strike team leader- Communicate regularly with leads and stakeholders- Plan objectives for the design team and support fellow designers- Define gameplay using clear and concise documentation- Interpret creative direction to execute project goals- Script gameplay moments using cinematic tools and Unreal

Oct 2019 - Jun 2021

Qa Lead

Colorado

- Created and maintained bug workflow in JIRA- Found solutions to problems across various departments- Conducted creative reviews with leads to advance iteration- Hired, managed, and mentored team members- Ensured smooth milestone deliveries

Mar 2019 - Nov 2019

Qa Analyst

Colorado, United States

- Debugged technical issues and fixed content bugs in Unity- Wrote issue reports, test plans, test cases, and user stories- Reviewed issues with management to determine priority fixes- Provided timely feedback and QA reports

Mar 2017 - Feb 2019

Lead Game Designer

Unforsaken Studios (Indie)

Colorado, United States

- Create educational games using Unity for mobile and computers- Develop narrative adventure game using Unreal for Steam- Prototype survival mechanics and gameplay systems using Unreal- Design levels in collaboration with artists- Create blueprints in Unreal and collaborate with programmers to create systems in C++- Produce roadmaps, schedules, and project plans

Jun 2018 - Nov 2021

Game Designer

Digital Escape Media (Freelance)

Florida

- Collaborated with indie developers on Unreal and Unity projects- Created prototypes to find fun gameplay mechanics- Scripted game systems using C# and Javascript in Unity- Iterated on playtest feedback to design quality features- Designed levels in Unity in collaboration with artists- Produced roadmaps, schedules, and project plans

Jan 2014 - Mar 2017

Ww Compliance Analyst

Orlando, Florida, United States

- Analyzed platform requirements to write reports- Managed outsource team of QA testers- Collaborated with designers and development team- Designed features to be compliant and reduce cos- Subject Matter Expert on console gaming, new technologies, proprietary systems, 3rd party SDKs, new console features, system guidelines, hardware/IT, and 1st party requirements- Designed & tested directly with the development team to improve quality and verify designs - Wrote test cases, testing scenarios, and verification points for the QA teams to execute - Communicated regularly with outsource testing centers - Excelled at defect prevention and early issue identification to reduce time and expenses

Sep 2012 - Jan 2014

Qa Compliance Tester

Orlando, Florida Area

Jan 2012 - Sep 2012

Development And Design Lead

Storytime Games (Student Project)

Orlando, Florida, United States

- Managed a team of seven programmers and four artists through full development cycle- Adapted an AGILE production method, using Hansoft as the primary Project Management program for scheduling, quality assurance & scope management.- Managed asset production through an iterative design process, from conception through design, development, & production to the asset's final appearance in game.- Conducted usability sessions to play-test the game weekly, as well as managed the Quality Assurance team through a bug-testing process that consisted of testing, filing bug reports with bug priorities & reproduction steps, and assigning team members to be responsible to debug and fix bugs.- Daily meetings were held in the form of Turbo-Team Meetings, which are aimed to quickly inform the producers as well as the rest of the team what the individual team members have been working on and are working on next. It also gives the team an opportunity to discuss concerns about the project direction, ask questions, or add any general comments they currently have on the project.- Coordinated the creation of the design & technology documents, the asset list, and the project management plan in the Pre-Production phase.- Communicated & managed information up-and-down. The project team would be informed of feedback, questions, & information from the External Producers while the External Producers would be informed on the project's status, the individual's progress on tasks, and any other details associated with production.- Identified, documented & managed risks by utilizing Risk Mitigation Plans throughout the course of the project. MANAGEMENT SKILLS SchedulingDocumentationAsset ManagementProject Management PlansFile ManagementDaily MeetingsProblem SolvingQuality AssuranceTask TrackingRisk ManagementFeature ListsTroubleshooting HR ManagementSource Control Management

Feb 2011 - Aug 2011

Art Director; Editor; Sound Designer; Director; Boom-Op; Set Dresser; Audio Mixer;

Orlando, Florida Area

The Healer: Jan 2010- May 2010Art Director during pre-production & production; In pre-production I helped concept the art & set design of the film as well as plan out the actual development of the production sets. During production I co-managed an art team of 25 individuals in creating a film set from building the walls to painting, set dressing, and prop placement. The film set consisted of a house with 5 rooms (kitchen, living room, bathroom, hallway, bedroom) and a hospital room we constructed. During post-production I was the editor using AVID editing systems. I cut the film to under 15 minutes as well as handled the color correction, transitions, sound design and audio mixing.In Bad Company: August 2009- December 2009In pre-production I was an Art P.A. helping to build and decorate the set (A complete Western bar/ a dirtied bathroom). During production I was the main Boom-op for principal shooting as well as assisted the sound mixer with managing cables & equipment. In post-production I worked closely with the director as the main editor using AVID editing system to create the final cut that was published and shown.

Feb 2009 - May 2010
Team & coworkers

Colleagues at Deck Nine Games

Other employees you can reach at deckninegames.com. View company contacts for 101 employees →

2 education records

Christopher Sica education

Masters Of Science, Game Design

Activities and Societies: - Creation of a computer game in five (5) months - Usability/QA testing for other student's games - Led a team.

Bachelors Of Science, Film

Worked on over 10 films in a variety of positions. Knowledgeable about the overview of the film industry. Learned many technical.

FAQ

Frequently asked questions about Christopher Sica

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

What company does Christopher Sica work for?

Christopher Sica works for Deck Nine Games.

What is Christopher Sica's role at Deck Nine Games?

Christopher Sica is listed as Lead Game Designer at Deck Nine Games at Deck Nine Games.

What is Christopher Sica's email address?

AeroLeads has found 1 work email signal at @deckninegames.com for Christopher Sica at Deck Nine Games.

What is Christopher Sica's phone number?

AeroLeads has found 4 phone signal(s) with area code 954 for Christopher Sica at Deck Nine Games.

Where is Christopher Sica based?

Christopher Sica is based in Denver Metropolitan Area, United States while working with Deck Nine Games.

What companies has Christopher Sica worked for?

Christopher Sica has worked for Deck Nine Games, Unforsaken Studios (Indie), Digital Escape Media (Freelance), Electronic Arts, and Storytime Games (Student Project).

Who are Christopher Sica's colleagues at Deck Nine Games?

Christopher Sica's colleagues at Deck Nine Games include Aaron Blair, Abd-Elrahman Shebl, Joshua Dobkins, Webb Pickersgill, and Jade Jauquet.

How can I contact Christopher Sica?

You can use AeroLeads to view verified contact signals for Christopher Sica at Deck Nine Games, including work email, phone, and LinkedIn data when available.

What schools did Christopher Sica attend?

Christopher Sica holds Masters Of Science, Game Design from Full Sail University.

What skills is Christopher Sica known for?

Christopher Sica is listed with skills including Final Cut Pro, Video Editing, Film, Quality Assurance, Post Production, Cinematography, Game Design, and Sound Design.

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