Jacob Mooney Email & Phone Number
@wizards.com
LinkedIn matched
Who is Jacob Mooney? Overview
A concise factual answer block for searchers comparing this professional profile.
Jacob Mooney is listed as Game Designer at Trinket Studios, based in Chicago, Illinois, United States. AeroLeads shows a work email signal at wizards.com and a matched LinkedIn profile for Jacob Mooney.
Jacob Mooney previously worked as Game Designer and Programmer at William Chyr Studio Llc and Game Designer at Wizards Of The Coast. Jacob Mooney studied at Columbia College Chicago.
Email format at Trinket Studios
This section adds company-level context without repeating Jacob Mooney's masked contact details.
AeroLeads found 1 current-domain work email signal for Jacob Mooney. Compare company email patterns before reaching out.
About Jacob Mooney
Jacob Mooney is a Game Designer at Trinket Studios. He possess expertise in unity3d, game design, game development, level design, video games and 15 more skills. Colleagues describe him as "Jacob was the lead internal game designer assigned to my team for a successful series of set-specific play programs targeting new player acquisition & retention. We brought him on to tackle ongoing design challenges, and Jacob quickly became an indispensable pillar of the team. Through his holistic and systematic approach to game design, we found new ways for our programs to integrate and synergize seamlessly with every aspect of the sets they corresponded to. His communication and… Show more"
Listed skills include Unity3D, Game Design, Game Development, Level Design, and 16 others.
Jacob Mooney's current company
Company context helps verify the profile and gives searchers a useful next step.
Jacob Mooney work experience
A career timeline built from the work history available for this profile.
Game Designer And Programmer
Designing unannounced competitive multiplayer abstract puzzle gameProgramming features that allow for editing and saving preset game boards and interpreting peripheral inputsLevel Design for unannounced VR puzzle game
Game Designer
I was one of 5 designers on the 'Casual Play Design' team, making nuanced design arguments about how to preserve the exciting, transgressive abilities of high-profile cards without creating abusive or unfun play patterns.I also led the Commander Parties team, the first ever live event series focused on Magic's most popular format - Commander. We produced exciting, lightweight, story-centric game systems to spice up normal Commander gameplay and released them alongside major tentpole… Show more I was one of 5 designers on the 'Casual Play Design' team, making nuanced design arguments about how to preserve the exciting, transgressive abilities of high-profile cards without creating abusive or unfun play patterns.I also led the Commander Parties team, the first ever live event series focused on Magic's most popular format - Commander. We produced exciting, lightweight, story-centric game systems to spice up normal Commander gameplay and released them alongside major tentpole releases. At first these only released in select stores, but now they release in every local game store worldwide. I led the design for Commander Parties for all tentpole releases from Nov 2022 through Nov 2023Finally, I did exploratory and vision design on three Magic sets: Duskmourn, the untitled Marvel set, and the unannounced set codenamed Ziplining. We did design exploration for what mechanics we could build and/or reuse which would support themes for haunted house and superhero sets. Show less
Lead Game Designer
I was the sole designer on Pulm Ex from Oct’18 - Jan’19, designing new levels as live content updates for a 3D physics puzzle game in which the player tries to safely remove foreign objects and cancerous growths from the bronchial tubes.From January through March of 2019, I was the main level designer on Cardio Ex, a 3D puzzle game about carefully positioning and deploying stents, balloons, drills, and other interventional cardiology tools.After Cardio Ex launched in March, I… Show more I was the sole designer on Pulm Ex from Oct’18 - Jan’19, designing new levels as live content updates for a 3D physics puzzle game in which the player tries to safely remove foreign objects and cancerous growths from the bronchial tubes.From January through March of 2019, I was the main level designer on Cardio Ex, a 3D puzzle game about carefully positioning and deploying stents, balloons, drills, and other interventional cardiology tools.After Cardio Ex launched in March, I was the sole designer on Cardio Ex, designing 12 new levels featuring a new complication type: bifurcation lesions.I led design on Cardio Ex's first client project, featuring new tools from Philips including intravenous ultrasound imaging.Co-Led design on Cardio Ex from Sept’19-Jan’20, as we revised gameplay, revised level progression, and implemented new retention mechanics like cosmetics and achievements. I was the lead on this project from Feb’20-April'20 after my senior game developer departed the company.After April, I continued to lead Cardio Ex design, including designing a planned multiplayer update and onboarding third-party contractors for said update. Unfortunately this update was canceled. I also led a second client project for Philips.I additionally met with several clients for projects not related to Cardio Ex. I met with medical device companies and pharmaceutical companies to learn what their majors asks were, designed games to fit those needs, developed the pitch decks, and then delivered those pitches to the client in subsequent meetings. Show less
Qa Tester And Playtest Manager
I organized all of Jackbox Games' playtesting sessions, from gathering volunteers, setting up our testing room, conducting the actual test sessions and post-game discussions, and creating reports from our test results. On top of that, I also did QA for each of Jackbox's games, and I also did customer service.
Qa Tester
I worked with the PC version of Agents of Mayhem, finding gameplay bugs and logging them into a Hansoft bug database.
Qa Tester
I tested the PEGI release of Jackbox Party Pack as well as Quiplash, finding gameplay and controller bugs and logging them in a Jira bug database.
Game Designer And Qa Manager
As a game designer, I reviewed and revised the features, obstacles, and economy of the iOS runner Yeti's Quest, which MecWarriors developed for the company Yeti Activity. As QA manager, I gathered testers, introduced them to the game, and entered their bugs into Pivotal Tracker.
Independent Contractor
Most of the contract work I did for 10th Magnitude involved using C# to generate various reports using data taken from a remote server. Usually this meant investigating functionality that had already been written, testing it for bugs or errors, and then either fixing the errors if I could, or reporting those errors through JIRA if I couldn't.
Quality Assurance Manager
I was in charge of introducing online volunteers to the game, granting them access to the test build, and teaching them how to write bug reports. I reproduced each bug sent to us and then entered each bug into Pivotal Tracker so that Erin Robinson and the other developers could fix the issue. I also attended weekly meetings with the team, and relayed information about game updates to the testers. Then I worked for a few months as a community manager around the time of the game's Steam launch in… Show more I was in charge of introducing online volunteers to the game, granting them access to the test build, and teaching them how to write bug reports. I reproduced each bug sent to us and then entered each bug into Pivotal Tracker so that Erin Robinson and the other developers could fix the issue. I also attended weekly meetings with the team, and relayed information about game updates to the testers. Then I worked for a few months as a community manager around the time of the game's Steam launch in 2015, and came back in 2016 to test the PS4 release candidate against Sony's TSR checklist. Show less
Production Intern
I learned to use Jellyvision’s proprietary software to revise and edit portions of ALEX, Jellyvision’s interactive insurance consultant. I either revised, modified, or removed certain ALEX customizations for companies moving up from older versions of the software. I also created and edited the documentation of different processes and tasks that the production team performs.
Game Design Consultant
From July-August 2013, I wrote game concept documents for games which use Lyteshot’s infra-red peripherals so that CEO Mark Ladd had examples of products Lyteshot could produce when he sought out investors. From June-August 2014, I wrote detailed game design documents based off of game concepts which Mark Ladd and Tom Ketola submitted to me. I changed, added, or removed features from the original design, then submitted that documentation to Mark and Tom for approval and feedback.
Youth Mentor
I served as a youth mentor for the summer program, "The Source," engineered and designed by Game Changer Chicago as a part of the Center for Interdisciplinary Inquiry and Innovation's initiative to create an educational summer camp built around games (As a part of Chicago's Summer Of Learning).
Lead Game Designer - Undertakers (2013)
As lead game designer, I was in charge of selecting the level design, gameplay, and documentation leads for the 9 total designers we had working on the game. Furthermore, I developed the initial concept of the game and had a large hand in determining the game's direction as development continued. My day to day duties fell heavily into the realm of management, as I identified and disseminated tasks and issues to my sub-leads. I met regularly with the Art, Sound, and Programming leads on the… Show more As lead game designer, I was in charge of selecting the level design, gameplay, and documentation leads for the 9 total designers we had working on the game. Furthermore, I developed the initial concept of the game and had a large hand in determining the game's direction as development continued. My day to day duties fell heavily into the realm of management, as I identified and disseminated tasks and issues to my sub-leads. I met regularly with the Art, Sound, and Programming leads on the project, and together we made sure our respective teams were always interacting well with each other, and well with ourselves. On many occasions I met with individuals on the design team to discuss their issues, their concerns, and their work on the project. At times, this meant I had to reject some ideas which fell outside the scope or style of the project we were developing. This required me to have at all times a very sure vision of what the game was about. Show less
Computer Lab Aid
Jacob Mooney education
Frequently asked questions about Jacob Mooney
Quick answers generated from the profile data available on this page.
What company does Jacob Mooney work for?
Jacob Mooney works for Trinket Studios.
What is Jacob Mooney's role at Trinket Studios?
Jacob Mooney is listed as Game Designer at Trinket Studios.
What is Jacob Mooney's email address?
AeroLeads has found 1 work email signal at @wizards.com for Jacob Mooney at Trinket Studios.
Where is Jacob Mooney based?
Jacob Mooney is based in Chicago, Illinois, United States while working with Trinket Studios.
What companies has Jacob Mooney worked for?
Jacob Mooney has worked for Trinket Studios, William Chyr Studio Llc, Wizards Of The Coast, Level Ex, Inc., and Jackbox Games.
How can I contact Jacob Mooney?
You can use AeroLeads to view verified contact signals for Jacob Mooney at Trinket Studios, including work email, phone, and LinkedIn data when available.
What schools did Jacob Mooney attend?
Jacob Mooney studied at Columbia College Chicago.
What skills is Jacob Mooney known for?
Jacob Mooney is listed with skills including Unity3D, Game Design, Game Development, Level Design, Video Games, Photoshop, C#, and Scripting.
Search by job title, company, industry, location, and seniority. Export verified B2B contact data when you need it.
Start free trialCheck these profiles if this is not the Jacob Mooney you were looking for.
View similar profiles