Elena Siegman

Elena Siegman Email and Phone Number

Co-Founder, Studio Head and Executive Producer @ Mad Tale Games
Seattle, WA, US
Elena Siegman's Location
Seattle, Washington, United States, United States
About Elena Siegman

My passion is to make things that people will remember. I’m a multifaceted creative professional with extensive experience in both game development and the music industry. With a background in lead design, lead production roles and studio leadership, I’ve had the privilege of helping shape and launch some of the most iconic franchises in gaming history, including Destiny, Guitar Hero, and BioShock. Throughout my career, I’ve been fortunate to collaborate with talented teams that share a commitment to pushing creative and technical boundaries.Currently, I’m co-founding a stealth-mode game studio alongside two seasoned developers, where we’re crafting experiences that only games can. We’re blending technical innovation with creative storytelling, and while we're still in the early stages, we’re excited to share what we’ve been working on soon.In addition to my work in game development, I run DOLL BREATH, an independent record label I founded, dedicated to championing experimental and genre-defying music. The label reflects my deep love for music and my belief in connecting with an audience of people who aren't afraid to fall in love with something new, different or unexpected.My career has been defined by a commitment to building great teams, delivering quality products, and fostering environments where creativity thrives. Whether I’m designing complex systems for AAA games, managing studio operations, or producing music, I’m always focused on creating experiences that resonate with audiences and push the envelope of what’s possible.

Elena Siegman's Current Company Details
Mad Tale Games

Mad Tale Games

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Co-Founder, Studio Head and Executive Producer
Seattle, WA, US
Elena Siegman Work Experience Details
  • Mad Tale Games
    Co-Founder, Studio Head And Executive Producer
    Mad Tale Games
    Seattle, Wa, Us
  • Stealth Mode
    Maker Of Things
    Stealth Mode Jan 2024 - Present
  • Cold Iron Studios
    Studio Head
    Cold Iron Studios Jan 2022 - Jan 2023
    San Jose, Ca, Us
  • Firewalk Studios
    Executive Producer
    Firewalk Studios Mar 2020 - Aug 2022
    Bellevue, Washington, Us
    Key member of studio leadership team for a new studio working on a new multiplayer game for Sony.
  • Electronic Arts (Ea)
    Senior Producer (Project Lead)
    Electronic Arts (Ea) Aug 2018 - Feb 2020
    Redwood City, Ca, Us
    Leading a team on the development of an unannounced title.
  • Bungie
    Executive Producer, Destiny 2: Forsaken
    Bungie Dec 2016 - Jul 2019
    Bellevue, Wa, Us
  • Bungie
    Lead Producer, Gameplay
    Bungie Sep 2015 - Apr 2017
    Bellevue, Wa, Us
  • Activision
    Senior Producer, Destiny
    Activision May 2014 - Aug 2015
    Santa Monica, California, Us
  • Irrational Games
    Sr. Producer
    Irrational Games Nov 2011 - Apr 2014
    As Sr. Producer: Led a development team of approximately 70+ to complete BioShock Infinite: Burial at Sea Episode 2 from inception to completion (releasing March 25, 2014). I helped the team more than double its efficiency: a smaller team created twice as much content (and fixed twice as many bugs) in as much calendar time as Burial at Sea: Episode 1.As Sr. Producer, Marketing: Led the marketing department at Irrational Games, managing the execution of a multi-million dollar AAA marketing and PR campaign that spanned digital, television and channel marketing as well as merchandising and licensing partnerships.
  • Demiurge Studios
    Sr. Producer
    Demiurge Studios Jan 2010 - Nov 2011
    Boston, Massachusetts, Us
    Conceived and developed project plans to facilitate managing multi-disciplinary, small game development teams ranging from 6 to 20 members, and acted as the face of the product for the studio leadership, team members, publishers and external partners. To do this, I had to facilitate communication and ensure all expectations and goals were unquestionably clear. I also worked to analyze the efficacy of existing production processes, constantly working with all parties to improve or strengthen them where possible.
  • Luxoflux
    Producer
    Luxoflux Nov 2008 - Jun 2009
    Santa Monica, Ca, Us
    Oversaw the process of finalizing the game script for Transformers: Revenge of the Fallen, which launched in tandem with the big budget film directed by Michael Bay. This included managing the casting and recording 23 voice actors performing approximately 10,000 lines of dialogue.
  • Treyarch
    Producer
    Treyarch Apr 2007 - Nov 2008
    Los Angeles, California, Us
    Oversaw a team of 120+ in the scheduling, planning and daily development of James Bond: Quantum of Solace – a highly anticipated AAA First Person shooter for Xbox 360 and PS3.
  • Harmonix Music Systems
    Producer/Sr. Game Designer
    Harmonix Music Systems Feb 2005 - Apr 2007
    Boston, Ma, Us
    Acted as Lead Producer on Guitar Hero II, the most critically acclaimed entry in a wildly successful and beloved series (garnering the highest metacritic score at 92). My role as producer required me to oversee a team of 50+ in the title's daily production from inception to release.As Lead Game Designer on Karaoke Revolution Party, I managed the highly iterative design process for a cross-platform title, maintained or wrote all design documentation, clearly communicating all design goals to a development team of over 50 artists, designers and programmers. I also designed and planned focus tests, and tailored game functionality based on results.
  • Schematic
    Director Of Production
    Schematic Mar 2004 - Jan 2005
    Los Angeles, Ca, Us
    Managed the day to day production pipeline of a successful, high profile interactive agency with 60+ employees (staff and freelance) and 45+ simultaneous projects. Also worked establish and refine company production process for a rich variety of projects, from short creative projects to long term software development.
  • Gigawatt Studios
    Producer/Designer
    Gigawatt Studios Jan 2001 - Oct 2003
    Drove the production process of major PC titles from concept to RTM (including localization), maintaining each product’s vision and integrity, while managing project scope and risk. I also helped to develop new game ideas, pitches and proposals to help drum up new business.
  • Kpe
    Producer
    Kpe Feb 2000 - Nov 2000
    Took a leadership role in the creation of ’s game development unit. Principally, this required me to conceive of and design web-based and internet-based games for development or syndication.
  • Sony Online Entertainment
    Associate Producer
    Sony Online Entertainment Nov 1998 - Feb 2000
    San Diego, Ca, Us
  • America Online/Digital City Los Angeles
    Associate Producer
    America Online/Digital City Los Angeles Apr 1997 - Nov 1998

Elena Siegman Skills

Video Games Game Development Ps3 Xbox 360 Game Design Gameplay Computer Games Console Perforce Xbox Multiplayer Level Design Game Mechanics Video Game Production Social Games Casual Games Mobile Games Unreal Engine 3 Mmorpg Production Managment Production Planning Music Industry Hansoft Vendor Management Video Production

Frequently Asked Questions about Elena Siegman

What company does Elena Siegman work for?

Elena Siegman works for Mad Tale Games

What is Elena Siegman's role at the current company?

Elena Siegman's current role is Co-Founder, Studio Head and Executive Producer.

What is Elena Siegman's email address?

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What is Elena Siegman's direct phone number?

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What skills is Elena Siegman known for?

Elena Siegman has skills like Video Games, Game Development, Ps3, Xbox 360, Game Design, Gameplay, Computer Games, Console, Perforce, Xbox, Multiplayer, Level Design.

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