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Jonathan Soucy Email & Phone Number

Lead Producer at Infinity Ward
Location: Santa Monica, California, United States 10 work roles 1 school
1 work email found @gsngames.com LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

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Work email j****@gsngames.com
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Current company
Role
Lead Producer
Location
Santa Monica, California, United States
Company size

Who is Jonathan Soucy? Overview

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Quick answer

Jonathan Soucy is listed as Lead Producer at Infinity Ward, a with 651 employees, based in Santa Monica, California, United States. AeroLeads shows a work email signal at gsngames.com and a matched LinkedIn profile for Jonathan Soucy.

Jonathan Soucy previously worked as Senior Producer at Infinity Ward and Music Producer and Mix Engineer at Electroman Studios. Jonathan Soucy holds Expert from I Made It All Up As I Went Along..

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Email format at Infinity Ward

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{first}.{last}@gsngames.com
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AeroLeads found 1 current-domain work email signal for Jonathan Soucy. Compare company email patterns before reaching out.

Profile bio

About Jonathan Soucy

I am a Senior level Producer with almost 20 years of game dev experience. I have an expertise in remote work, management and best practices. I always strive to create the best products, delivered on time and on budget. My passion is to work with the best and create the best. I am always learning.

Listed skills include Gameplay, Mmo, Video Games, Game Development, and 17 others.

Current workplace

Jonathan Soucy's current company

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Infinity Ward
Infinity Ward
Lead Producer
Santa Monica, CA, US
Employees
651
AeroLeads page
10 roles

Jonathan Soucy work experience

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

Senior Producer

Current

Woodland Hills, Ca, Us

Senior Producer (UI) on Call of Duty.

Apr 2023 - Present

Music Producer And Mix Engineer

Current
Electroman Studios
Sep 2011 - Present

Executive Producer

Private, Ma, Us

Tricky Fast Studios is a for hire with a focus on engineering, the Unity engine, mobile products and tools development. In addition to a powerful staff of engineers, Tricky Fast also offers production support, art, and game and UI design. Tricky Fast is entirely remote based. At Tricky Fast, my responsibilities included internal and external project management, setting up Scrum processes and remote best practices,hiring and HR, client relations, UI and game design, writing up pitches and proposals, sound design and composition. I was known for bringing together teams and executing on tight timetables and budgets, delivering above and beyond customer expectations. Some of standout projects at Tricky Fast were GSN's Wheel of Fortune (project management), management of GSNs central tech team for one year, Story Arc Media's Poptropica (project management), Twitch's Karaoke (project magement and design support), our own Unity toolset CAT and it's demo levels (project management, game design, and sound design), and a partnership Blockchain game called Treat Fighter (project management, game and UI design, sound design and composition), Marvel Avengers Puzzle Quest and Bloodstained: Ritual of the Night. .

Sep 2013 - Feb 2020

Game Designer/Producer

Independent Contractor

concept to ship on the iOS title, Dotra, as designer and producer for Eternal Wonder Studios.

Aug 2012 - Sep 2013

Game Designer/Sound Designer

Summer Camp Studios

Worked with a very small team to create Fart Cat for iPhone/iPad. Concentrated on making the experience overall FUN, without getting mired in complex mechanics. Created original sound assets using classic foley techniques, such as punching sofa cushions!

Jun 2012 - Sep 2012

Lead Systems Designer

Providence, Ri, Us

Project Copernicus Led a team of 10 designers and one UI artist. Conducted monthly one on one meetings to facilitate career growth for my reports. Successfully brought several employees to meet their career goals. Oversaw the design and production of all gameplay related systems for a traditional AAA MMO. Including Character Progression, Player Classes, Itemization, Tradeskills, Combat, AI and NPC design. Most of these systems were brought to an Alpha state and were implemented in such a way that they could be reused to create new features or even games with little code support. Worked with Senior Management and Production to strategize and prioritize the scheduling of feature development. Took over the design and development of the User Interface. Aside from design, I led the effort to find a new and more fitting art style and served as de facto lead for the UI engineers as well. This included leading the team to completely dismantling and then rebuilding our UI system, resulting in a greatly accelerated development process for UI features. Served as a moment to moment resource for both designers and engineers as paper designs were developed and in-game features were implemented. Conducted hiring for Systems and UI design. This brought the team from 4 designers, including myself, to the final count of 10 designers plus one artist and myself as lead. Triaged bugs on a regular basis. Working with Production and leadership peers, we kept our unassigned bug list to zero on a nearly daily basis. Reviewed Animations, Audio, VFX, Player Classes, Game Balance, Levels and core game systems to ensure quality and completeness. Designed and tuned core Player Interactions: Camera, Movement, Targeting, and Player Input.

Apr 2009 - May 2012

Senior Systems Designer

Providence, Ri, Us

Worked with design leadership to establish core feature set and game vision. Created original concepts and designs for gameplay systems including Player Progression systems, Combat, Player Classes, Housing, Interface features, Social Systems and Authoring Tools. Maintained and created models in Excel for Character Statistics and Game Balance. Implemented our first prototypes of Combat and Character Statistics. First in Unreal Script and later in Python. Lead a team of cross discipline developers to implement initial gameplay systems. Worked with Engineering to implement proprietary data authoring tools for Game Balance and Character Creation. Established and maintained game balance paradigms.

Apr 2007 - Apr 2009

Game Designer

Redwood City, Ca, Us

Command and Conquer III (PC and 360)Designed and implemented four levels for the PC title to an Alpha state. Refined controls and interface from previous console RTS product. Bug fixing on all game levels for console SKU. Designed and implemented a complex and innovative tutorial specifically for the console SKU. Participated in the high level design and concepts for future RTS products. Game Designer - Battle for Middle Earth II (360)Collaborated on the design of a console based RTS Control Scheme and User Interface. Re-constructed game levels to fit within memory budget. Conducted bug fixing on all game levels on the console SKU. Designed and implemented five unique Multiplayer modes. Designed game Shell flow and Menu systems. Created detailed test plans for QA. Designed player Achievements. Shipped the first truly playable and enjoyable RTS on a console.

Sep 2005 - Apr 2007

Quality Assurance Tester

Redwood City, Ca, Us

Various TitlesResponsibilities Created detailed test plans, based on design documentation, to be utilized by the rest of the QA staff. Conducted ad hoc and test plan focused testing. Acted as a liaison between the QA and Audio teams. Met with the design team regularly to provide gameplay feedback.

May 2003 - Sep 2005
Team & coworkers

Colleagues at Infinity Ward

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1 education record

Jonathan Soucy education

  • I Made It All Up As I Went Along.
    I Made It All Up As I Went Along.
    Expert
FAQ

Frequently asked questions about Jonathan Soucy

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

What company does Jonathan Soucy work for?

Jonathan Soucy works for Infinity Ward.

What is Jonathan Soucy's role at Infinity Ward?

Jonathan Soucy is listed as Lead Producer at Infinity Ward.

What is Jonathan Soucy's email address?

AeroLeads has found 1 work email signal at @gsngames.com for Jonathan Soucy at Infinity Ward.

Where is Jonathan Soucy based?

Jonathan Soucy is based in Santa Monica, California, United States while working with Infinity Ward.

What companies has Jonathan Soucy worked for?

Jonathan Soucy has worked for Infinity Ward, Electroman Studios, Tricky Fast Studios, Llc, Independent Contractor, and Summer Camp Studios.

Who are Jonathan Soucy's colleagues at Infinity Ward?

Jonathan Soucy's colleagues at Infinity Ward include Mahbub Hasan, Kate Stepanova, Lorenzo Marting, Seymour Beareyes, and Sarah Lee.

How can I contact Jonathan Soucy?

You can use AeroLeads to view verified contact signals for Jonathan Soucy at Infinity Ward, including work email, phone, and LinkedIn data when available.

What schools did Jonathan Soucy attend?

Jonathan Soucy holds Expert from I Made It All Up As I Went Along..

What skills is Jonathan Soucy known for?

Jonathan Soucy is listed with skills including Gameplay, Mmo, Video Games, Game Development, Multiplayer, Game Balance, Console, and Computer Games.

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