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Michael Schorr Email & Phone Number

Lead Game Designer at Halo Studios at Halo Studios
Location: Seattle, Washington, United States 11 work roles 2 schools
1 work email found @halowaypoint.com 2 phones found area 206 LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 2 phones

Work email m****@halowaypoint.com
Direct phone (206) ***-****
LinkedIn Profile matched
3 free lookups remaining · No credit card
Current company
Role
Lead Game Designer at Halo Studios
Location
Seattle, Washington, United States

Who is Michael Schorr? Overview

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Quick answer

Michael Schorr is listed as Lead Game Designer at Halo Studios at Halo Studios, based in Seattle, Washington, United States. AeroLeads shows a work email signal at halowaypoint.com, phone signal with area code 206, and a matched LinkedIn profile for Michael Schorr.

Michael Schorr previously worked as Lead Game Designer at Halo Studios and Forge Lead Designer at Halo Studios. Michael Schorr holds Game Design Certificate from Seattle Central College.

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Email format at Halo Studios

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{first}{last}@halowaypoint.com
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AeroLeads found 1 current-domain work email signal for Michael Schorr. Compare company email patterns before reaching out.

Profile bio

About Michael Schorr

I make video games.Specialties: UX design, game design, level design, environmental art, management.

Listed skills include Level Design, Unreal Engine 3, Game Design, Ps3, and 26 others.

Current workplace

Michael Schorr's current company

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Halo Studios
Halo Studios
Lead Game Designer at Halo Studios
AeroLeads page
11 roles

Michael Schorr work experience

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

Lead Game Designer

Current

Redmond, Wa, Us

Oct 2024 - Present

Forge Lead Designer

Redmond, Wa, Us

Halo Infinite (Xbox, PC)-Developed the vision, design, and player experience for Halo Infinite's Forge, shepherding Forge features from concept to release-Authored design docs, collaborated with stakeholders, and evangelized designs within the team and partners to ensure alignment-Worked closely with other Halo Infinite teams to bring existing systems, tools, features, and content into Forge-Helped to manage our co-development relationship with Skybox Labs, which included feature roadmap planning, day to day communication, backlog management, and design guidance-Established a rapport with the Halo Infinite UGC community-Worked with the Forge community to collect, respond to, and implement Forge feedback and feature requests-Worked closely with 343 teams to understand player sentiment on Forge-Helped to create the internal process for developing 343 maps in Forge.-Helped to drive the development and release of 343 created maps in Forge (Argyle, Detachment, Empyrean)-Helped to establish schedule and roadmaps of the Halo Infinite playlist structure and content-Worked closely with Halo Infinite teams to ensure playlist plans were understood and content dependencies were identified-Worked with the analytics team to understand how Halo Infinite playlists were performing, helping to drive playlist planning and decisions-Hired, mentored, and managed multiple 343 designers from across the studio-Shipped Halo Infinite Forge in November 2022-Shipped Halo Infinite Seasons 2 - 7

Aug 2018 - Oct 2024

Lead Ux Designer

Nicosia, Cy

Unanounced F2P MMO (PC)-Key stakeholder in the overall design vision of the project-Authored UX design docs-Created mockups and interactive wireframes-Shepherded UX designs from creation to implementation-Collaborated studio-wide to make sure UX designs supported all team needs-Created a process to manage feedback from internal and external sources-Created and managed our external UX testing program-Worked closely with the Metagame team to ensure UX designs fed directly into progression and retention-Worked closely with the Modes team to support UX needs of the new player journey

Oct 2016 - May 2018

Lead Modes Designer

Nicosia, Cy

Unannounced F2P MMO (PC)-Key stakeholder in the overall design vision of the project-Authored game design documents and shepherded them to implementation-Created the first draft of the new player journey-Guided the modes game design vision from concept to production-Hired, mentored, and supervised the modes design team

Jun 2015 - Oct 2016

Lead Level Designer

Nicosia, Cy

Unannounced F2P MMO (PC)-Key stakeholder in the overall design vision of the project-Developed process guidelines for the level design team to help unify content production and codifygameplay support rules-Guided the level design vision from concept to production-Hired, mentored, and supervised the level design team

Jan 2014 - Jun 2015

Lead Designer

Bellevue, Wa, Us

Offensive Combat (Unity engine, PC/Mac, browser based Free to Play FPS)- Authored and managed the overall design for Offensive Combat from the ground up,and guided the overall vision of the game from inception to Open Beta 2.0 (the current live version).- Heavily involved with the design and iterations for all game mechanics including weapon balance, player mechanics, economy, player progression, and user experience. - Designed various builds of Offensive Combat that were deployed internationally with various global partners. This included visiting and planning with our partners, as well as managing all the data sheets for the games. - Supervised and hired the design team.- Collaborated with the art team on producing multiplayer maps, which included creating and handing off functional, game play vetted whiteboxes to the team.- Designed and implemented a prototype mobile game that is still in development.

May 2011 - Oct 2013

Senior Level Designer

San Diego, Ca, Us

The Agency (PS3, PC, UE3) · Created both multiplayer and 4 player co-op levels, taking them from concept to an advanced whitebox phase · Implemented AI setups, cover, objectives, gametype setups, and streaming · Prototyped new types of levels, working closely with art to develop reasonable workflows · Created test maps to gather metrics on a variety of variables · Gave feedback to designers on their levels and made sure everyone was on pace for our sprints · Kept the design department wiki up to date with how-to pages and reference pages

Dec 2010 - Mar 2011

Lead Level Designer

Us

Blacklight Tango Down ­ (Xbox 360, PS3, PC ­ Unreal 3) · Managed a team of level designers in creating the layouts for 12 multiplayer maps and 4 co-op missions. · Responsibilities included streaming levels, AI and event scripting, lighting, texturing, bug fixing, and optimization. America's Army Apache Simulator ­ (PC ­ Unreal 3) · Managed a team of artists and programmers to design a level that contained 15 minutes of flying time. This simulator used a scale mock up of an Apache helicopter cockpit, was displayed on 5 screens, used real Apache controls, and contained compressed air thematics. This simulator was installed in the Army Experience Center in Philadelphia with the purpose of army recruitment. It is played by hundreds of people daily. · Responsibilities included design, layout, scripting, lighting, texturing, installation on location and QA. Rogue Warrior ­ (Xbox 360, PS3, PC ­ Unreal 3) · Created layouts and objectives for several single player missions. · Responsibilities included streaming levels, Al and event scripting, lighting, texturing, bug fixing, and optimization.

Sep 2006 - Nov 2010

Level Designer

Ucmp

The UCMP was an ongoing Unreal community level design team that created and released multiplayer mappacks.CTF-UCMP-DecaneCalderaDM-UCMP2-AdamantiumDM-UCMP2-TaronDM-UCMP3-GanthamDM-UCMP4-Elucidation

Mar 2004 - Sep 2008

Level Designer/ Environmental Artist

Us

Damnation ­ Blue Omega Created level design and gameplay from concept art, authored extensive gameplay design documents, prototyped designs in UE3 and 3DS Max. Mass Effect ­ Bioware Created models and materials for in-game assets. Fracture ­ Day One Studios Created models and materials for in-game assets. Mythos ­ Flagship Studios Designed a level in 3DS Max for this RPG. SWAT Next ­ Mad Doc Software Created models and materials for in game assets.

Sep 2005 - Sep 2006

Drummer

Dcfc Llc

Drums

Jan 2000 - Sep 2002
2 education records

Michael Schorr education

Game Design Certificate

Seattle Central College

High School Diploma

Beavercreek High School
FAQ

Frequently asked questions about Michael Schorr

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

What company does Michael Schorr work for?

Michael Schorr works for Halo Studios.

What is Michael Schorr's role at Halo Studios?

Michael Schorr is listed as Lead Game Designer at Halo Studios at Halo Studios.

What is Michael Schorr's email address?

AeroLeads has found 1 work email signal at @halowaypoint.com for Michael Schorr at Halo Studios.

What is Michael Schorr's phone number?

AeroLeads has found 2 phone signal(s) with area code 206 for Michael Schorr at Halo Studios.

Where is Michael Schorr based?

Michael Schorr is based in Seattle, Washington, United States while working with Halo Studios.

What companies has Michael Schorr worked for?

Michael Schorr has worked for Halo Studios, Wargaming Seattle, U4Ia Games, Sony Online Entertainment, and Zombie Studios.

How can I contact Michael Schorr?

You can use AeroLeads to view verified contact signals for Michael Schorr at Halo Studios, including work email, phone, and LinkedIn data when available.

What schools did Michael Schorr attend?

Michael Schorr holds Game Design Certificate from Seattle Central College.

What skills is Michael Schorr known for?

Michael Schorr is listed with skills including Level Design, Unreal Engine 3, Game Design, Ps3, Xbox 360, Video Games, Multiplayer, and Unreal 3.

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