Paul Da Silva
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Paul Da Silva Email & Phone Number

Executive Producer at Jam City
Location: Toronto, Ontario, Canada 10 work roles 2 schools
1 work email found @jamcity.com LinkedIn matched
✓ Verified Jul 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email

Work email p****@jamcity.com
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Current company
Role
Executive Producer
Location
Toronto, Ontario, Canada
Company size

Who is Paul Da Silva? Overview

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Quick answer

Paul Da Silva is listed as Executive Producer at Jam City, a with 978 employees, based in Toronto, Ontario, Canada. AeroLeads shows a work email signal at jamcity.com and a matched LinkedIn profile for Paul Da Silva.

Paul Da Silva previously worked as Lead Producer at Jam City and Senior Producer at Jam City. Paul Da Silva holds Game Art & Design from The Art Institute Of Toronto.

Company email context

Email format at Jam City

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{first_initial}{last}@jamcity.com
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AeroLeads found 1 current-domain work email signal for Paul Da Silva. Compare company email patterns before reaching out.

Profile bio

About Paul Da Silva

Experienced Senior Producer who works very closely with his teams; critically assessing process and with a proven track record for improving team efficiency, project results, and quality of life.[Before contacting me, please keep in mind that I'm not interested in future QA opportunities]

Listed skills include Game Development, Video Games, Game Design, Level Design, and 23 others.

Current workplace

Paul Da Silva's current company

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Jam City
Jam City
Executive Producer
Toronto, ON, CA
Website
Employees
978
AeroLeads page
10 roles · 23 years

Paul Da Silva work experience

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

Executive Producer

Toronto, On, Ca

Lead Producer

Current
Oct 2021 - Present

Senior Producer

> Producer on Bingo Pop (1M+ MAU)> Fully reorganized the team and put into practice a RACI chart to clear up responsibility conflicts> Tracking of Weekly, Sprint and Quarterly project reports (Velocity, Burndown, Project Health)> Workflow administrator for studio> Crafted workflow/process with massive gains (increasing team performance by 40%)> In chrage of risk analysis, project tasking and scope decisions> Managing milestones and sprint planning> Involved in hiring committee (Production, QA, Art)> Personally oversee managing artists on project (sprints, goals, tasks, out-sourcing)>> Artists were trained to work in-engine, directly in prefabs (massive time savings)>> Content cadence capabilities improved by leaps and bounds> Spearheading filing for grants on project (SRED, etc.)Highlight: Joining an aging project that had gone stale, then growing it's weekly revenue 1500+%Released Titles:Bingo Pop (iOS, Android, WebGL, Amazon)In Progress:1 Unannounced Title (iOS, Android)

Jan 2014 - Nov 2021

Qa Lead

> Started the QA department from the ground up, working to integrate it into the existing processes of multiple active projects> As with prior QA positions, this involved hiring, onboarding, status updates to stakeholders and leading a team through testing life cycles> One of the biggest challenges was covering testing across 7 games that were all running off the same backend/codebase; across a staggering amount of platformsHighlight: Working on heavily iterative life cycles and monitoring closely how your players interact with your changes.Released Titles:Bingo Pop (iOS)Mighty Monsters (iOS, Android)Crime Inc.Forces of WarDark GalaxyAge of LegendsThe StreetzVillainsSuperheroes Alliance(Facebook, iOS, Android, BlackBerry, Playbook, Windows Phone, Amazon, Kongregate)

Jan 2012 - Dec 2013

Qa Lead

Bedlam Games

> This role saw me take on very close communication with our Publishers; managing both our bug tracking software (JIRA) and theirs (Test Track Pro); along with coordinating with 3 external testing studios.> Lead a small internal team of testers (4) to help verify the tasks funneling in from external teams; along with providing full testing services.> Performed full administrative duties for the JIRA workflow used across the entire studio> Got the opportunity to work in-engine (Unreal), as I was transitioning into a Level Design roleHighlight: Seeing your game ship prematurely is definitely heartbreaking (majority of bugs unaddressed); but I'm grateful for working with a lot of very talented individuals. The challenges these projects hit are lessons I carry with me to this day.Released Titles:Dungeons & Dragons: Daggerdale (360/PS3/PC)Unreleased Titles:GammaWorld: Alpha Mutation (360/PS3/PC)1 Unannounced Title (iOS)1 Unannounced Title (360/PS3/PC)

Apr 2010 - Jul 2011

Senior Qa Analyst

Bedlam Games

> Prepared daily assessment reports, detailing new issues, regression results, metrics, and critical concerns. Overseeing the task management and performance of the QA team.> Covered all hiring and training for new QA additions, which was a monumental task for such a junior team, on very aggressively scheduled projects.> Worked alongside the development team, troubleshooting issues with them. Monitored perforce closely for all incoming changes and cooked builds.> TRC/TCR compliance testingHighlight: Scratch was a fun project with many big names involved. In early development, I directly assisted in creating the tool we later used for note placements for our songs.Unreleased Titles:Scratch: The Ultimate DJ (360/PS3/PC)2 Unannounced Titles (360/PS3/PC)

Jul 2009 - Apr 2010

Freelance: Qa Lead/Consultant

Bytemark Games Inc.

> Created full assessments for state of the game and performed all testing duties> Consulted on game direction, providing feedback on project developmentHighlight: I mean... zombies and sharks.Released Titles:Dawn of the Dead (iOS) - QA LeadJaws (iOS) - Consultant

Oct 2009 - Mar 2010

Qa Team Lead

Groove Games

> Managed a team of 20 testers (across 4 active projects at any given time)> Included full testing support for one of the first real money betting infrastructures/sites ever made for video gamesHighlight: Experimenting with IAPs in the very early days where there were no comps ("Did we really just sell this digital Nike club for $10?!") and hitting #1 top free app in itunes for a game I helped develop (Marine Sharpshooter).Released Titles:L.A. Street Racing (PC)Close Quarters Conflict (PC)Marine Sharpshooter 3 (PC)Marine Sharpshooter 4 (PC)Day of the Zombie (PC)Marine Sharpshooter (iOS)GOLF.com Pro Challenge (Flash)Ultimate Tour Golf (SkillGround)ToCA: Race Driver 3 (SkillGround)Warpath (SkillGround)L.A. Street Racing (SkillGround)Close Quarters Conflict (SkillGround)Kung Fu: Deadly Arts (SkillGround)Unreleased Titles:1 Unannounced Title (PC)1 Unannounced Title (iOS)Additional:Technical Support for 20+ TitlesSkillGround Website> Note: For the "Marine Sharpshooter (iOS)" title, I performed the following tasks: Character Art, Animation, Level Design, AI Placement and Behaviour, Environment Art, and QA

Sep 2006 - Jul 2009

Co-Owner

Lakeview Landscapers

> Running a profitable business allowed me to get hands on experience at many skills: communication, planning, problem solving, time management, leadershipHighlight: Saving a clients back yard days before his daughter's wedding, where a retaining wall collapse saw most of his backyard collapse into the neighbors property.

2005 - 2006 ~1 yr

Administrative Assistant

Toronto, Canada Area

> Organizer for onsite events (graduations, portfolio reviews)> Representative for annual "A Day in the Life" event for prospective students> Graphic designer for promotional material> Ran the "book room" (selling school equipment, art materials, and well... books)Highlight: A great entry level opportunity, which doubled up as a means to advance my art skills.

2004 - 2006 ~2 yrs
Team & coworkers

Colleagues at Jam City

Other employees you can reach at jamcity.com. View company contacts for 978 employees →

2 education records

Paul Da Silva education

Game Art & Design

The Art Institute Of Toronto

3D Modeling, Game Design, Mapping for Digital Media, Low Poly Modeling, Animation Layout & Scenic Design, Level Design, 3D Camera &.

2D Art & Animation

The Art Institute Of Toronto

Observational Drawing, Design & Colour, Acting / Movement, Proportion / Perspective, Image Manipulation, Life / Gesture Drawing, 3D.

FAQ

Frequently asked questions about Paul Da Silva

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

What company does Paul Da Silva work for?

Paul Da Silva works for Jam City.

What is Paul Da Silva's role at Jam City?

Paul Da Silva is listed as Executive Producer at Jam City.

What is Paul Da Silva's email address?

AeroLeads has found 1 work email signal at @jamcity.com for Paul Da Silva at Jam City.

Where is Paul Da Silva based?

Paul Da Silva is based in Toronto, Ontario, Canada while working with Jam City.

What companies has Paul Da Silva worked for?

Paul Da Silva has worked for Jam City, Bedlam Games, Bytemark Games Inc., Groove Games, and Lakeview Landscapers.

Who are Paul Da Silva's colleagues at Jam City?

Paul Da Silva's colleagues at Jam City include Leah Layers, Jon Chew, Minh Lê, Chris V., and Leila Bradaran.

How can I contact Paul Da Silva?

You can use AeroLeads to view verified contact signals for Paul Da Silva at Jam City, including work email, phone, and LinkedIn data when available.

What schools did Paul Da Silva attend?

Paul Da Silva holds Game Art & Design from The Art Institute Of Toronto.

What skills is Paul Da Silva known for?

Paul Da Silva is listed with skills including Game Development, Video Games, Game Design, Level Design, Quality Assurance, Jira, Testing, and Mobile Games.

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