Gaurav Mathur
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Gaurav Mathur Email & Phone Number

Creator and CEO of gamedevmap at gamedevmap
Location: El Cerrito, California, United States 20 work roles 1 school
2 work emails found @penumbrainc.com 2 phones found area 415 and 510 LinkedIn matched
✓ Verified May 2026 4 data sources Profile completeness 100%

Contact Signals · 2 work emails · 2 phones

Work email g****@penumbrainc.com
Direct phone (415) ***-****
LinkedIn Profile matched
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Current company
Role
Creator and CEO of gamedevmap
Location
El Cerrito, California, United States

Who is Gaurav Mathur? Overview

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Quick answer

Gaurav Mathur is listed as Creator and CEO of gamedevmap at gamedevmap, based in El Cerrito, California, United States. AeroLeads shows a work email signal at penumbrainc.com, phone signal with area code 415, 510, and a matched LinkedIn profile for Gaurav Mathur.

Gaurav Mathur previously worked as Advisor at Taralumen Games and Advisor at Vismaya. Gaurav Mathur holds Ba, Computer & Video Imaging from University Of Silicon Valley.

Company email context

Email format at gamedevmap

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{first}.{last}@penumbrainc.com
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AeroLeads found 2 current-domain work email signals for Gaurav Mathur. Compare company email patterns before reaching out.

Profile bio

About Gaurav Mathur

As a Creative Director who loves building Transformational Games, I bring a holistic Play Thinking approach to my work that prioritizes intrinsic motivation and a positive user experience equally with positive outcomes. I'm passionate about using Virtual Reality and video games for positive impact and am considered by my peers to be a Creative Leader in the nascent market segment of Immersive Healthcare.I've helped build and manage small, collaborative, and diverse teams that are well-regarded for the quality of their work and their capacity for innovation. My approach bridges People and Product, and is informed by a game development career spanning nearly thirty years on prominent industry-leading titles in several categories:Adventure Game (Grim Fandango)Platformer (Psychonauts)Flight Action (Star Wars: Rogue Squadron series, Star Wars: Starfighter, Lair)Social MMO (There)Toys to Life (Skylanders series)Virtual Reality Health and Wellness (REAL System)Shipped Titles:www.gamedevmap.comVirtual Athletic Club (REAL Immersive VR System)Float (REAL Immersive VR System)Serene Lake (REAL Immersive VR System)Pleasant Cove (REAL Immersive VR System)Mindful Market (REAL Immersive VR System)Island Antics (REAL Immersive VR System)Happy Valley (REAL Immersive VR System)Skylanders Imaginators (Multiple Console Platforms)Skylanders Trap Team (Multiple Platforms)Skylanders Giants (XBox 360)Skylanders Spyro's Adventure (Wii)Lair (PS3)Star Wars: Rebel Strike (Gamecube)Psychonauts (XBox)There (PC Online)Star Wars: Starfighter (PS2)Star Wars: Rogue Squadron (N64)Grim Fandango (PC)Imagynasium (PC)

Listed skills include Game Development, Maya, Video Games, Xbox 360, and 12 others.

Current workplace

Gaurav Mathur's current company

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gamedevmap
Gamedevmap
Creator and CEO of gamedevmap
El Cerrito, CA, US
AeroLeads page
20 roles

Gaurav Mathur work experience

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

Creator And Ceo Of Gamedevmap

El Cerrito, CA, US

Advisor

Current

Irvine, CA, US

I review Taralumen Games’ documentation and concept artwork, provide build feedback, and give strategic guidance. My focus is around art and design production, with a prioritization around adapting project goals into features reasonably scoped for the project’s budget and timeline.

Apr 2024 - Present

Advisor

Current

Edinburgh, Scotland, GB

I'm an Advisor to Krish Shrikumar on his meditation games Playne and Inward, and his puzzle game Maya's Dream. We meet on a regular cadence to discuss and work through the challenges of indie game development.Playne launched in May 2020 and has become the most popular meditation and mindfulness game on Steam with an Overwhelmingly Positive rating and over.

Nov 2019 - Present

Creator And Ceo Of Gamedevmap

Current

US

I created the game industry’s first living map and comprehensive catalog of nearly 9000 game development organizations around the world. gamedevmap started as a passion project to bring game developers from around the world together. I research and validate new entries, maintain the dataset, and respond to email and social media. gamedevmap is sustained.

Feb 2005 - Present

Level Designer And Artist

Austin, TX, US

I worked on level layout for an unannounced course in Walkabout Mini Golf using Gravity Sketch collaboratively with the Design team, building placeholder assets in Blender and Modo. I was a part of Design Reviews for several courses. I contributed props and artwork to another unannounced course. In addition, I identified and facilitated opportunities to.

Apr 2024 - Jun 2024

Business Development

Seattle, Washington, US

I represented DeepWell DTx at the Game Developers Conference and laid the organizational groundwork for conversations with select game development studios. I followed up with a post-conference status update for internal distribution to company leadership. Additionally, I provided late-stage build feedback for DeepWell’s debut title Zengence and recommended.

Mar 2024 - Mar 2024

Senior Designer And World Builder

Phoenix, AZ, US

I developed a research-based understanding of the Northern Alaska-based Iñupiat and Yup’ik during Preproduction on Never Alone 2 with the goal of creating compelling and authentic level design. This involved studying how Alaska Native landskills and subsistence lifestyle could inform open world gameplay systems and traversal, for example how hunting and.

Oct 2022 - Jun 2023

Creative Director And Product Manager, External Studios

Alameda, CA, US

I synthesized clinical input with art and design feedback and direction for External Studio Partners who were building Immersive Healthcare Activities for the REAL Immersive System (www.realsystem.com). My exploration of academic research and the broader therapy landscape as related to art and game design considerations was intended to provoke discussions.

Feb 2022 - Aug 2022

Creative Manager And Partner Development Manager

Alameda, CA, US

As the first employee at Penumbra to focus exclusively on Second Party projects and relationships, I established business infrastructure and developed best practices for the Second-Party publishing initiative, then onboarded key stakeholders on language and process. I created materials to educate game developers about the REAL System and worked with our.

Oct 2019 - Mar 2022

Art Director

Alameda, CA, US

As the second hire after the Studio Head, and the Art Director for what would become Penumbra's REAL Studio, I led development of our first Immersive Health project for Stroke Rehabilitation, Happy Valley. Together with our core team, we crafted a unique approach to physical therapy and built a "skunk works" game development studio inside a publicly traded.

Nov 2017 - Oct 2019

Senior Artist

Petaluma, CA, US

As a Senior Artist, I was the go-to person for thousands of props (interactive objects) on a $3.5 billion USD global franchise that created the Toys-to-Life genre of video games and spawned a Netflix animated television series. I provided art direction and production support to a team of prop artists while also creating game-ready assets and first-pass.

Jan 2010 - Aug 2017

Lead Artist

US

After we shipped Lair, I served as Lead Artist on several prototypes including a Kid Icarus pitch and prototype to Nintendo and a Pilotwings-like Wii title we called Wii Fly. Wii Fly was a small project at Factor 5 that played to our core strengths at a time when two other larger projects were in production. I loved how nimble our talented little team was.

Sep 2007 - Dec 2008

Senior Artist And Human Resources Consultant

US

There was a Reduction in Force event at Factor 5 as we approached the final third of our development on Lair. The Art Department we had built was cut in half. I worked with our Human Resources team to notify those impacted and set up an external community to help them find their next opportunities. I stayed on in a Human Resources capacity to help with the.

Aug 2006 - Sep 2007

Art Department Director

US

After bringing the last of the acclaimed Rogue Squadron series of games to completion as a Senior Artist, I became the studio’s Art Department Director as we sought to grow the team and take on multiple projects. This was primarily a People Management and Project Management position. We started and stopped development on several projects, including a retro.

Jan 2004 - Aug 2006

Senior Artist

US

I joined Factor 5 as the team was finishing up Star Wars: Rogue Squadron III Rebel Strike. In my Senior Artist role, I contributed random props to get several in-production on-foot levels to a finished state before working with Senior Level Designers on the Rebel Base on Hoth and several locations on Tatooine, including the Sandcrawler, a Landspeeder race.

Apr 2003 - Dec 2003

Level Designer And Senior Artist

San Francisco, CA, US

As a Level Designer on the original Psychonauts, I collaborated with Concept Artists, World Builders, Programmers, and the rest of the team to bring this much-loved award-winning game to life. I took Tim Schafer's high-level story outlines and made them functional levels: I built level and collision geometry in Maya, scripted gameplay in Lua, and created.

Oct 2000 - Mar 2003

Artist

Chippendale, New South Wales, AU

I built low-poly Tiki-themed architecture and props, and designed user interface for one of the first Social Massively Multiplayer Online (Social MMO) worlds called There.There the company was featured in National Geographic’s December 2001 article on Silicon Valley as "a startup still in 'deep stealth' mode" where "most of its offices come with futons for.

May 2000 - Oct 2000

Artist

San Francisco, CA, US

I started at LucasArts on Grim Fandango, one of the classic games of the Adventure Game era. I was on a small team of Background Artists creating pre-rendered environments in Softimage from Peter Chan's stunning concept art. I was responsible for the following:Year One: Part of the Petrified Forest Maze, Beaver Dam Gate, the Beaver DamYear Two: Elevator to.

Jun 1997 - May 2000

Artist

San Diego, CA, US

While at Illumina Productions, I concepted and built 3D props and backgrounds for Quaternity, an adventure game set in a near-future San Francisco that was cancelled after the completion of our live-action shoot.I also contributed to a children's game called Imagynasium, co-developed with Robert Redford's Sundance Institute and published by SouthPeak.

Sep 1996 - Jun 1997

Artist

Anyriver Entertainment

My first project after graduating from college was Daymare, an adventure game written by Neal Stephenson (the author of cyberpunk novel Snow Crash). I worked with our Lead Artist to create photo collages from the live-action shoot and build psychedelic memory sequences from them in Adobe Premiere.

Jun 1996 - Sep 1996
1 education record

Gaurav Mathur education

  • University Of Silicon Valley
    University Of Silicon Valley
    Computer & Video Imaging
FAQ

Frequently asked questions about Gaurav Mathur

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

What company does Gaurav Mathur work for?

Gaurav Mathur works for gamedevmap.

What is Gaurav Mathur's role at gamedevmap?

Gaurav Mathur is listed as Creator and CEO of gamedevmap at gamedevmap.

What is Gaurav Mathur's email address?

AeroLeads has found 2 work email signals at @penumbrainc.com for Gaurav Mathur at gamedevmap.

What is Gaurav Mathur's phone number?

AeroLeads has found 2 phone signal(s) with area code 415, 510 for Gaurav Mathur at gamedevmap.

Where is Gaurav Mathur based?

Gaurav Mathur is based in El Cerrito, California, United States while working with gamedevmap.

What companies has Gaurav Mathur worked for?

Gaurav Mathur has worked for Gamedevmap, Taralumen Games, Vismaya, Mighty Coconut, and Deepwell Dtx.

How can I contact Gaurav Mathur?

You can use AeroLeads to view verified contact signals for Gaurav Mathur at gamedevmap, including work email, phone, and LinkedIn data when available.

What schools did Gaurav Mathur attend?

Gaurav Mathur holds Ba, Computer & Video Imaging from University Of Silicon Valley.

What skills is Gaurav Mathur known for?

Gaurav Mathur is listed with skills including Game Development, Maya, Video Games, Xbox 360, Level Design, Photoshop, Wii, and Game Design.

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