Jon Chung
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Jon Chung Email & Phone Number

Design Director at Roboto Games at Roboto Games
Location: Durham, North Carolina, United States 7 work roles 2 schools
1 work email found @scopely.com 3 phones found area 912 and 323 LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 3 phones

Work email j****@scopely.com
Direct phone (912) ***-****
LinkedIn Profile matched
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Current company
Role
Design Director at Roboto Games
Location
Durham, North Carolina, United States

Who is Jon Chung? Overview

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Quick answer

Jon Chung is listed as Design Director at Roboto Games at Roboto Games, based in Durham, North Carolina, United States. AeroLeads shows a work email signal at scopely.com, phone signal with area code 912, 323, and a matched LinkedIn profile for Jon Chung.

Jon Chung previously worked as Design Director at Roboto Games and Lead Game Designer at Wimo Games, Inc.. Jon Chung holds Master Of Fine Arts (Mfa), Game And Interactive Media Design from Savannah College Of Art And Design.

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Email format at Roboto Games

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{first}@scopely.com
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Profile bio

About Jon Chung

Jon Chung is a Design Director at Roboto Games at Roboto Games. He possess expertise in level design, game design, video games, game development, unreal editor and 35 more skills.

Listed skills include Level Design, Game Design, Video Games, Game Development, and 36 others.

Current workplace

Jon Chung's current company

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Roboto Games
Roboto Games
Design Director at Roboto Games
AeroLeads page
7 roles

Jon Chung work experience

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

Design Director

Current

San Mateo, Ca, Us

Stormforge | Jan 2023 to PresentStormforge is a fantasy co-op open-world survival crafting game for 1-8 players set in a procedurally generated world.My responsibilities in this role include the following:- Planning the design roadmap- Working closely with studio leadership to ensure the game design meets the business goals - Overseeing and participating in the design of the game- Hiring and managing a team of designers- Collaborating with artists and engineers to shepherd features from concept to prototype to finished product- Creating and improving formula driven balance sheets used to tune the game- Iterating on prototypes by seeking feedback from the team, playtests and the community

Jan 2023 - Present

Lead Game Designer

Austin, Texas, Us

Unannounced Mobile Title | June 2020 to November 2022I worked on an unreleased mobile game title in the home design space. I lead development for a vertical slice prototype used to be prove out engagement metrics in test markets. Metric targets were met and the game was being scaled up for full production prior to WIMO Games choosing to exit the mobile gaming space. My responsibilities on the project included the following:- Working with studio leadership to define product vision, set KPI goals and plan out the content roadmap.- Working with the design team to create best in class feature designs and balance sheets- Collaborating with other disciplines to build compelling game content and systems- Managing and mentoring a team of designers

Jan 2021 - Nov 2022

Lead Game Designer

Round Rock, Texas, Us

Unannounced Mobile Title | June 2020 to Jan 2021I worked on an unannounced mobile game as a lead game designer and my responsibilities include the following:- Leading prototype development for a new mobile title - Working with the design team to create best in class feature designs and balance sheets- Collaborating with other discipline leads to build compelling game content and features- Working with studio leadership to define product vision and KPI goals.- Managing and mentoring a team of designersAs part of the KingsIsle acquisition in January 2021, this project and the team working on it were moved over to a new studio (WIMO Games).

Jun 2020 - Jan 2021

Senior Game Designer

Mz

Palo Alto, Ca, Us

Crystalborne: Heroes of Fate | January 2020 to April 2020Crystalborne is a newly released turn-based collectible RPG with deep social mechanics. I was moved to this project temporarily ahead of worldwide launch to help rebalance the game economy. My responsibilities include the following:- Revamping recurring grind rewards and one time rewards for all game play modes- Completing balance passes and balance evaluations for major progression systems.- Creating and improving formula driven balance sheets used to balance core game systemsUnannounced Empire Builder | December 2019 to April 2020I was a senior game designer on this project and my responsibilities included the following:- Working with the game team to rapidly iterate game balance and progression during the game's soft launch period.- Creating and improving formula driven balance sheets used to balance core game systems- Designing new features that will redefine the empire builder game play experience for players.- Collaborating with the tools team to improve design tools and workflow.- Helping to both mentor and onboard designers as needed.Final Fantasy 15: A New Empire | April 2019 to April 2020Final Fantasy XV: A New Empire is a massively multiplayer online strategy game based on the 2016 action role-playing game Final Fantasy XV, and features its characters and soundtrack. The game received more than 51 million downloads as of January 2019, and has grossed more than $518 million to date.I was a senior game designer on this project and my responsibilities included the following:- Worked with other designers, live event staff and the sales team to extend core progression and create compelling new content for players on a weekly basis to meet aggressive revenue goals.- Created and improved formula driven balance sheets used to balance core game systems- Collaborated with the tools team to improve design tools and workflow.

Apr 2019 - Apr 2020

Lead Game Designer

Culver City, California, Us

WWE: Champions - Free Puzzle RPG | February 2017 to March 2019I was the lead game designer on this project and my responsibilities included the following:- Overseeing the design efforts of the project.- Leading the feature roadmap brainstorm and planning process.- Working with other discipline leads to provide product vision and creative direction.- Mentoring multiple games designers at our 2nd party development studios.- Working with analysts and product managers to set balance and metric goals for features.Wheel of Fortune Free Play: Game Show Word Puzzles | November 2015 to January 2017I was the lead systems designer on this project while also contributing a significant amount of feature design work to the game as well. My contributions included the following:- Responsible for all game balance and progression.- Created a formula driven balance sheet used to balance all major systems in the game.- Designed the season based ranked PvP system.- Designed the fast play sit and go tournament system. - Designed the Vanna's Showcase crafting systemYahtzee with Buddies / Dice with Buddies | March 2016 to October 2016I was the lead systems designer on this project and my contributions included the following:- Responsible for all game balance and progression tuning.- Created a formula driven balance sheet used to balance all major systems in the game.- Responsible for a data driven rework of the player xp and soft currency progression.- Created balance templates that the live operations team use to balance all events.Breaking Bad: Empire Business | November 2015 to February 2017I was the lead systems designer on this project and my contrbutions included the following:- Responsible for all game balance and progression tuning.- Lead an effort to rapidly iterate on early game balance throughout soft launch.- Maintained and iterated on a formula driven balance sheet used to balance all systems in the game.

Nov 2015 - Mar 2019

Economy Designer

San Francisco, Ca, Us

James Bond: World of Espionage | February 2015 to November 2015James Bond: World of Espionage is a mobile strategy game based on the James Bond movie license. My role on the team was as the primary economy designer and some of my key contributions include the following:- Responsible for all progression tuning including upgrades, timers, currency payouts, energy requirements and player level system.- Created a formula driven balance sheet used to tune and balance all major systems in the game.- Responsible for designing and modeling out bracketed leader board system for the game's season based guild versus guild combat system Frontline Commando WW2 | November 2014 to November 2015Frontline commando WW2 is an over the shoulder rail shooter that takes players across multiple theaters of war in Europe and Africa during World War 2. My role on the team was an economy designer and some of my key contributions include the following: - Responsible for all progression tuning including upgrades, timers, currency payouts and energy requirements.- Designed and modeled out elder player third currency loop. The system added challenging daily quests that gave engaged players a grind route to unlock exclusive premium content. - Responsible for creating many of the balance sheets and excel models used to properly tune and balance various aspects of the game.

Nov 2014 - Nov 2015

Associate Game Designer

San Francisco, California, Us

During my time at Zynga, I worked on Farmville 2, a best in class online social game that allows players to become immersed in a vibrant countryside farm. My primary role on the team was as a systems designer though I did contribute to mechanic, content and narrative design on multiple features as well. Some of my key contributions include:- Systems designer on the My Family Farm feature which added support for spouses, children and a job training system. This feature fundamentally changed player capability in the game and required me to design, model out and balance multiple complex interdependent systems.- Systems designer on the Animals in County Fair feature which added support for prized animals and an overall tuning update to Farmville 2’s county fair pvp system. The feature provided a sustained increase in both retention and completion rates for the county fair.- Content and systems designer on the Western Wilds Land Expansion. I designed and tuned aspirational endgame content for our elder users. This was the best performing feature revenue wise in Q2 2014.- Systems designer on the Freezer feature which was Farmville 2’s first time gated cadence feature. The feature was successful in hitting both its revenue and completion rate targets. It also proved the viability of time gates as an alternative to pure viral gates as a core of cadence features.- Responsible for aligning design and product teams on tuning goals and strategies for cadence features.- Trained other game designers in overall tuning strategy and in the use of excel tuning templates I created for each of the individual cadence feature types.- Systems, content and narrative design on numerous cadence and revenue features.​

Jun 2013 - Nov 2014
2 education records

Jon Chung education

Master Of Fine Arts (Mfa), Game And Interactive Media Design

Savannah College Of Art And Design

Bfa, Game Development

Savannah College Of Art And Design
FAQ

Frequently asked questions about Jon Chung

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

What company does Jon Chung work for?

Jon Chung works for Roboto Games.

What is Jon Chung's role at Roboto Games?

Jon Chung is listed as Design Director at Roboto Games at Roboto Games.

What is Jon Chung's email address?

AeroLeads has found 1 work email signal at @scopely.com for Jon Chung at Roboto Games.

What is Jon Chung's phone number?

AeroLeads has found 3 phone signal(s) with area code 912, 323 for Jon Chung at Roboto Games.

Where is Jon Chung based?

Jon Chung is based in Durham, North Carolina, United States while working with Roboto Games.

What companies has Jon Chung worked for?

Jon Chung has worked for Roboto Games, Wimo Games, Inc., Kingsisle Entertainment, Mz, and Scopely.

How can I contact Jon Chung?

You can use AeroLeads to view verified contact signals for Jon Chung at Roboto Games, including work email, phone, and LinkedIn data when available.

What schools did Jon Chung attend?

Jon Chung holds Master Of Fine Arts (Mfa), Game And Interactive Media Design from Savannah College Of Art And Design.

What skills is Jon Chung known for?

Jon Chung is listed with skills including Level Design, Game Design, Video Games, Game Development, Unreal Editor, Unreal Engine 3, Game Mechanics, and Gameplay.

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