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David Caamano Email & Phone Number

Engineering Manager 2 at Zynga
Location: San Diego County, California, United States 10 work roles 2 schools
1 work email found @zynga.com 2 phones found area 800 and 855 LinkedIn matched
✓ Verified Jul 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 2 phones

Work email d****@zynga.com
Direct phone (800) ***-****
LinkedIn Profile matched
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Current company
Role
Engineering Manager 2
Location
San Diego County, California, United States
Company size

Who is David Caamano? Overview

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Quick answer

David Caamano is listed as Engineering Manager 2 at Zynga, a with 1 employees, based in San Diego County, California, United States. AeroLeads shows a work email signal at zynga.com, phone signal with area code 800, 855, and a matched LinkedIn profile for David Caamano.

David Caamano previously worked as Engineering Manager 1 at Zynga and Senior Software Engineer 2 at Zynga. David Caamano holds Bachelor Of Science, Game Development from Full Sail University.

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Email format at Zynga

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{first_initial}{last}@zynga.com
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Profile bio

About David Caamano

Software Engineering Manager working in the Games Industry who is a passionate gamer, that loves to play, build great products, and have fun doing it. I mentor Software Engineers by aligning organizational OKRs with individual goals to build happy, healthy, high performing and passionate teams that solve complex problems.

Listed skills include Gameplay, Game Development, Gameplay Programming, Game Design, and 24 others.

Current workplace

David Caamano's current company

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Zynga
Zynga
Engineering Manager 2
Website
Employees
1
AeroLeads page
10 roles

David Caamano work experience

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

Engineering Manager 2

California, United States

Engineering Manager 1

San Francisco, California, Us

-One of two Engineering Managers on the forever franchise Harry Potter: Puzzles & Spells.-Seven direct reports.-Provided technical guidance and mentorship to direct reports and assisted them in their career progression.-Set OKRs, progress checks and executed bi-annual performance evaluations.-Enabled direct reports to succeed through mentorship and by identifying gaps, improving engineering process and providing growth opportunities.-Established best engineering practices to drive excellence in quality.-Closely interacted with other departments such as PM, Design, UI/UX, Art, QA, to deliver planned features.-Facilitated a problem solving culture in the team as well as a culture of ownership.-Drove a culture of player focus to provide the best experience to our players.-Coordinated closely with other disciplines (especially Production and Product Management) to ensure alignment against larger organizational goals.-Maintained individual contributed duties because I still love coding and problem solving.-Owned and Improved an ever evolving release process to ensure quality releases to live users on a weekly basis.-Participated in the hiring process from recruiting through onboarding.-Has the appropriate charisma & communication skills to leverage influence to help the team.

Senior Software Engineer 2

San Francisco, California, Us

-On R&D and Prototype teams that eventually turned into shipped products, (Wonka's World of Candy and Harry Potter: Puzzles and Spells).-Lead a strike team to build the High Limit Room (Highgarden Club) in Game of Thrones Slots Casino.-Architected and Built fundamental systems to Harry Potter: Puzzles and Spells.-Built the onboarding experience.-Built the XP System.-Built the Spells System.-Built the Rich Profile system.-Built a data driven Post Rack-Up Flow system.-Built our first repeatable Event that became the basis for all feature events to follow

Mar 2020 - Mar 2021

Senior Software Engineer 1

San Francisco, California, Us

-Continued work as the go to UI Engineer for the new game utilizing the same engine.-Expanded device orientation development standard for utilizing separate UI's for landscape and portrait views.-Headed tech development on a collection game mechanic and implemented it's UI.-Refactored the Sound Manager to support new requirements that sets the title apart from competitors.-Implemented a 'Sneak Peek' level feature that could be enabled, modified and have the ability to gain reads on player behavior without having a release.-Maintained engineer agility by 'jumping' onto non UI tasks when they needed to get done (Android back button, Save Data, and Audio).

Feb 2016 - Mar 2020

Software Engineer

San Francisco, California, Us

-Championed the UI effort by creating best practices when utilizing NGUI in a team.-Instrumental in the addition of a new social feature that required coordination with multiple out of studio teams.-Utilized Zynga services to create in game leaderboard system.-Created a handful of new gameplay mechanics and game flow.-Assisted with the mentoring of college interns and new hires.-Utilized existing Google Play and iOS plugin for implementing Achievements.

May 2014 - Feb 2016

Co-Founder / Principal Programmer

-Two man team that created a featured 'Best New Game' on US IPhone App Store.-Created and maintained all code systems for multiple projects as sole Programmer.-Implemented system design utilizing a pre-built FSM (Playmaker) tool and C# scripts.-Utilized NGUI for user interface and menus.-Used Prime[31] for GameCenter, Google Play Game Services and Vungle Advertisements.-Created Encrypted Save System.-Heavily involved in the overall design of the project and it's systems.-Worked closely with artist to make sure their needs were met.-Designed and built a majority of the games levels.-Maintained a production schedule and action item list.

Jan 2013 - May 2014

Gameplay Programmer

Superbot Entertainment, Inc.

Gameplay / Online Gameplay Programmer-Created various Gameplay systems (Combat and Level) in a component based architected system. -In constant communication with the design team to improve character and level design as well as created solutions to implement the design utilizing existing tech. -Strived to improve designers exposure to the back end by giving them as much information as possible through debug tools. -Supported and created many components for use online in a four player peer to peer hit authoritative schema. -Identified and solved online de-synchronizations.-Supported existing online framework and Vita Cross-Play feature.-Implemented many character designs to properly work online for four player peer to peer (FSM, Script and Editor).-After ship, was constantly searching for user feedback to identify bugs and ways to improve the product; Then, executed on that feedback.

Aug 2011 - Jan 2013

Programmer

Agoura Hills, Ca, Us

-Met the needs of the design team with focus on combat.-Expanded existing Match Modes system to be more robust.-Took responsibility in being sole programming support for various match types.-Created Cheat Code manager.-Re-factored existing Unlockables system to allow for more flexibility.-Created and modified various in game Mini Game systems.-Took over and completed an outsourced HUD Messaging system that was delivered incomplete.-Created an automated thumbnail generator to be used in the CAP UI. -Solely responsible for making the engine compliant for Xbox Demo TRCs.

Aug 2009 - Aug 2011

Jr. Programmer

Us

-Debug information for memory footprints of various systems.-Created a Create a Player FSM to reduce designer implementation time.-Expanded on the Story Mode tools to give ease and freedom to the design team.-Added checks into the FSM that reduced the possibility of designer error.-Implemented character attributes that modified various aspects of gameplay.

May 2008 - Aug 2009

Programming Intern

Us

-Set up and modified an existing automated build system for Binary and Asset builds.-Created a Binary/Asset archive accessible using a tool built in C#.-Wrote a system for displaying subtitles during arena and character introductions.-Gave the design tool the ability to show debug information regarding collision.-Modified existing head tracking code to designer’s specification.-Created demonstration builds of the project.-Made Xbox360/PS3 ISO’s on a regular basis.

Mar 2008 - May 2008
Team & coworkers

Colleagues at Zynga

Other employees you can reach at zynga.com. View company contacts for 1 employees →

2 education records

David Caamano education

Bachelor Of Science, Game Development

Full Sail University

Computer Science

Texas Tech University
FAQ

Frequently asked questions about David Caamano

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

What company does David Caamano work for?

David Caamano works for Zynga.

What is David Caamano's role at Zynga?

David Caamano is listed as Engineering Manager 2 at Zynga.

What is David Caamano's email address?

AeroLeads has found 1 work email signal at @zynga.com for David Caamano at Zynga.

What is David Caamano's phone number?

AeroLeads has found 2 phone signal(s) with area code 800, 855 for David Caamano at Zynga.

Where is David Caamano based?

David Caamano is based in San Diego County, California, United States while working with Zynga.

What companies has David Caamano worked for?

David Caamano has worked for Zynga, Squideo Games, Superbot Entertainment, Inc., Thq San Diego, and Midway Games.

Who are David Caamano's colleagues at Zynga?

David Caamano's colleagues at Zynga include Spencer Crawford, Russell Smith, Sdnsds High School, Ozan Doğan, and Abdlilah Blkhatir.

How can I contact David Caamano?

You can use AeroLeads to view verified contact signals for David Caamano at Zynga, including work email, phone, and LinkedIn data when available.

What schools did David Caamano attend?

David Caamano holds Bachelor Of Science, Game Development from Full Sail University.

What skills is David Caamano known for?

David Caamano is listed with skills including Gameplay, Game Development, Gameplay Programming, Game Design, Ps3, Xbox 360, Unreal Engine 3, and Level Design.

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