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Mark Templin Email & Phone Number

Product Manager @ Game-Based Innovations Lab (GBIL) at McKinsey & Company
Location: San Francisco, California, United States 19 work roles 3 schools
1 work email found @mckinsey.com 1 phone found area 415 LinkedIn matched
✓ Verified May 2026 4 data sources Profile completeness 100%

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Work email m****@mckinsey.com
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Current company
Role
Product Manager @ Game-Based Innovations Lab (GBIL)
Location
San Francisco, California, United States

Who is Mark Templin? Overview

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Quick answer

Mark Templin is listed as Product Manager @ Game-Based Innovations Lab (GBIL) at McKinsey & Company, based in San Francisco, California, United States. AeroLeads shows a work email signal at mckinsey.com, phone signal with area code 415, and a matched LinkedIn profile for Mark Templin.

Mark Templin previously worked as Product Manager at Mckinsey & Company and Head Of Studio at Virtro. Mark Templin holds Bachelor Of Arts - Ba, Psychology from University Of Arizona.

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Email format at McKinsey & Company

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{first}_{last}@mckinsey.com
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Profile bio

About Mark Templin

At work, I enjoy growing high performing teams, interdisciplinary collaboration, streamlining processes, building pipelines, and having fun. At home, I keep busy supporting our pollinator friends, playing games, and creating XR experiences.https://marktemplin.com/

Listed skills include Project Management, Web Development, Lithography, Web Design, and 27 others.

Current workplace

Mark Templin's current company

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McKinsey & Company
Mckinsey & Company
Product Manager @ Game-Based Innovations Lab (GBIL)
AeroLeads page
19 roles · 26 years

Mark Templin work experience

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

Head Of Studio

Vancouver, British Columbia, CA

  • Produced 11 entertainment, learning, and training simulation products for WebGL and Oculus Go/Quest VR platforms.
  • Scored $1.25MM (CAD) in grant funding by producing an innovative VR language education product for Canada’s Dept. of Nat'l Defense.
  • Established quality assurance testing and engineering capabilities, release management practices, and a framework for test automation.
  • Created a SaaS based live operations cost model by conducting cost-benefit analyses, and considering app design variants, expected user behaviors, and the viability of monetization strategies.
  • Hosted 21 presentations and workshops on topics including go-to-market planning, pondering time, and intellectual property.
  • Established a technology transfer program by creating a patent development process and perfecting the studio’s first application.
Jun 2020 - Jun 2021

Producer–Director

Vancouver, British Columbia, CA

  • Improved Agile project management by transitioning projects to Z-Stream, and negotiating a sweet business deal with the CEO.
  • Strengthened game design practices through mentoring, making play test process improvements, and focusing on principles.
  • Ensured privacy and legal compliance for all applications by designing backbone workflows to satisfy legal requirements, protect users’ data, and minimize business risk.
  • Provided direction to the art and audio teams by hosting constructive critiques, structuring creative processes, and teaching pre-/production best practices.
  • Directed the development of an AI-driven conversation engine in Unity by working with the CTO to create a system roadmap, defining functional requirements, and mentoring software architects.
Jun 2019 - Jun 2020

Oculus Launchpad Fellow

Menlo Park, CA, US

  • Developed an innovative mindfulness application (Senso Oasis) by designing the experience with the product’s founder, and engineering a working prototype in Unity (C#) for Oculus Go.
Jul 2018 - Jun 2019

Principal Ux Designer

Clc Entertainment Studios
  • Led the conceptual design process for a film and media collaboration platform by developing user personas, information architectures, functional requirements, and an interactive prototype in Adobe XD.
Oct 2017 - May 2018

Customer Experience Program Manager

  • Developed go-to-market plan details for Facebook’s Portal product customer service by collaborating with Isobar designers, conducting market research, and defining best-in-class system requirements.
Mar 2017 - Apr 2017

Principal Ux Designer

San Francisco, CA, US

  • Designed feature and workflow improvements for AutoCAD Plant 3D and P&ID by conducting UX research, prototyping, and collaborating directly with engineers.
  • Demonstrated leadership by emceeing UX design workshops, hosting annual conference sessions, and sharing direction with developers.
  • Created a UX research community by inviting users to test new features using web- and Flash-based prototypes, and encouraging participation in Autodesk Labs beta tests.
Apr 2013 - Mar 2015

Principal Interaction Designer

San Francisco, CA, US

  • Invented a unique interaction design model and workflow for visualizing molecular scale behaviors (U.S. Patent 9,317,951).
  • Created interaction design models for a web-based 3D life science platform called Cyborg by drawing user journey storyboards with detailed process captions, and developing working prototypes to bring the stories to life.
  • Conducted user experience research through in-situ interviews with scientists and potential end-users, working feedback into prototype development.
Sep 2012 - Mar 2013

Ux Designer

Redwood City, US

  • Designed the End of Nations game (PC/RTS/unreleased) web presence by creating and iterating on interaction designs, workflows, and information architectures, in direct collaboration with artists.
  • Supported the End of Nations eCommerce experience design with the product's point-of-view, and collaboration on wireframes and workflows.
Sep 2011 - Apr 2012

Producer

Irvine, California, US

  • Designed the Dark Souls product marketing and community website by aligning the concept of making the hardest website to enter and play, with the notoriously difficult console game.
  • Launched the most successful Facebook marketing campaigns to-date for the Dark Souls franchise by tying winning on the marketing site to a "treasure hunt" for clues woven into online media partners' articles.
Mar 2011 - Sep 2011

Web Developer

San Francisco, California, US

  • Designed the look, feel, and function of zynga.org by collaborating with the lead producer, and using Adobe Photoshop and Illustrator.
  • Implemented the visual designs of zynga.com and zynga.org using Adobe, Flash, and PHP.
Feb 2010 - Sep 2010

Technical Director

Toronto, Ontario, CA

  • Built a novel 3D game platform on the web using Adobe Director/Shockwave for Tech Deck Live by recruiting a team of engineers and system administrators that collaborated on architectural design.
  • Negotiated business deals with top-tier co-location facilities and ISPs to host platform services by meeting with business developers and touring on-site.
Aug 2007 - Oct 2008

Senior Producer

Toronto, Ontario, CA

  • Produced the Swypeout: Online Battle Racing (PC MMO) game by managing an associate producer, managing cloud development and hosting with Amazon Web Services, and providing on-site support to designers and developers at.
Mar 2007 - Jul 2007

Web Developer & Community Manager

Weather Underground
  • Developed WunderPhoto website features using ANSI C, compiling CGIs for a LAMP stack, and collaborating with web developers and designers.
  • Managed the online WunderPhoto community by providing technical support and working with the community to develop UGC tools screening, approvals, and editing.
Apr 2005 - Jan 2007

Senior Development Director

Redwood City, CA, US

  • Improved EA Games brand PC and console games for designers and developers by creating a UI/HUD design toolkit (SDK) in ActionScript 3 for a proprietary Flash engine.
  • Delivered front-end design services to studio game teams by creating a providing centralized "wrapper" scrum team that produced UI, movies, cutscenes, and other assets, for the Medal of Honor, James Bond, and Lord of.
Jan 2004 - Jan 2005

Development Director

Redwood City, CA, US

  • Managed engineers for The Sims 2 by way of project scheduling, process improvement, negotiation of feature requests, scoping design, and the refinement of best practices.
  • Collaborated with engineers to devise solutions to complex problems related to user-generated content (UGC) by simplifying tool designs, scoping design, and aligning with web development capabilities.
2003 - 2004 ~1 yr

Director Of Web Development

Redwood City, CA, US

  • Designed and operated the architecture for a cloud hosted community and UGC network called the Sims Exchange for 10+MM players of The Sims and SimCity games by managing an interdisciplinary scrum team of web.
  • Built the network and systems infrastructure from the ground up by physically installing, configuring, testing, and maintaining co-location centers at an EA/Internet PoP in the SF bay area.
  • Designed and produced web-based games and "box product" games integrations for the Exchange platform by allowing players to share assets, game data, and stories thereon.
2000 - 2003 ~3 yrs

Director Of Network Operations

Washington, DC, US

  • Built a network operations center (NOC) at the Western Regional Research Center by installing SGI mini-computer servers, Cisco routers, Internet access, services like DNS and e-mail, and other research program tools.
  • Provisioned Internet and enterprise network connectivity for 26 scientific research locations in the western region by coordinating efforts with and securing funding from Department IT management and the Deputy Agency.
  • Served as Information Security Officer for the western region, by enacting Department and Agency policies, and liaising with USDA network operations center engineers in Ft. Collins, Colorado.
Jun 1998 - Dec 1999

Computer Software Specialist

Washington, DC, US

  • Created the first public web presence for USDA by making and hosting a website the Carl Hayden Bee Research Center, complete with a live bee cam.
  • Designed and developed a web-based honeybee population model by porting code in C for PC to JavaScript, and publishing the app to the research center website.
  • Designed and developed a marketing application for beekeepers that allows them to develop and test sales strategies by using FoxPro (PC) in collaboration with a subject matter expert, and releasing the software online.
Jun 1995 - May 1998
3 education records

Mark Templin education

Bachelor Of Arts - Ba, Psychology

University Of Arizona

Certificate, Molecular Biology

Massbio @ Mit

A.S., Music Engineering, Production & Theory

Globe Recording Institute
FAQ

Frequently asked questions about Mark Templin

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

What company does Mark Templin work for?

Mark Templin works for McKinsey & Company.

What is Mark Templin's role at McKinsey & Company?

Mark Templin is listed as Product Manager @ Game-Based Innovations Lab (GBIL) at McKinsey & Company.

What is Mark Templin's email address?

AeroLeads has found 1 work email signal at @mckinsey.com for Mark Templin at McKinsey & Company.

What is Mark Templin's phone number?

AeroLeads has found 1 phone signal(s) with area code 415 for Mark Templin at McKinsey & Company.

Where is Mark Templin based?

Mark Templin is based in San Francisco, California, United States while working with McKinsey & Company.

What companies has Mark Templin worked for?

Mark Templin has worked for Mckinsey & Company, Virtro, Oculus Vr, Clc Entertainment Studios, and Facebook.

How can I contact Mark Templin?

You can use AeroLeads to view verified contact signals for Mark Templin at McKinsey & Company, including work email, phone, and LinkedIn data when available.

What schools did Mark Templin attend?

Mark Templin holds Bachelor Of Arts - Ba, Psychology from University Of Arizona.

What skills is Mark Templin known for?

Mark Templin is listed with skills including Project Management, Web Development, Lithography, Web Design, Photography, Culinary, Problem Solving, and Video Games.

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