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Randy Angle Email & Phone Number

Grand Poobah and Creative Director and Imagineer at Hoppsbusch
Location: Concord, California, United States 20 work roles 1 school
1 work email found @prontogames.com 1 phone found area 415 LinkedIn matched
✓ Verified May 2026 4 data sources Profile completeness 100%

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Work email s****@prontogames.com
Direct phone (415) ***-****
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Current company
Role
Grand Poobah and Creative Director and Imagineer
Location
Concord, California, United States

Who is Randy Angle? Overview

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Quick answer

Randy Angle is listed as Grand Poobah and Creative Director and Imagineer at Hoppsbusch, based in Concord, California, United States. AeroLeads shows a work email signal at prontogames.com, phone signal with area code 415, and a matched LinkedIn profile for Randy Angle.

Randy Angle previously worked as Grand Poobah / Creative Director / Imagineer at Hoppsbusch and Committee Member at Dundracon. Randy Angle holds Degree, Computer Software Engineering from Diablo Valley College.

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Email format at Hoppsbusch

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*@prontogames.com
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Profile bio

About Randy Angle

In a career spanning more than 30 years and well over 100 video games, tabletop games and toys, Randy has worked on almost every platform and genre. He has lead successful teams with director or executive roles in game design, engineering, production, studio management, and on licensed games including: Star Trek, LEGO, Lord of the Rings, Dungeons & Dragons, Zorro, PAC-MAN, Dig Dug, Galaga, SpongeBob SquarePants, Spiderman, Deal or No Deal, 1 vs 100 and original games including: F.A.S.T., MiniTycoon Casino, FunChat, Babblix, Endless Adventures, Dragoons, Goblin Opera, Cosmic Opera. As an innovator in the Free-to-Play mobile and social games, passionate about indie studios, and accomplished public speaker, Randy mentors start-ups and teaches how to succeed in the videogame industry.Skills - Executive or Director level in: • Game Design • Software Engineering • Project Management (LEAN, Agile, SCRUM, Hybrid, SMAFF) • Free-to-Play & Virtual Economies • Storytelling & World Building • Start-ups & Biz Strategy • Entrepreneurship • Studio Management • Branding & Creative • Analytics • Multi-player & Social • Rapid PrototypingRandy's published articles, portfolio and commentary can be found on his personal blog at www.hoppsbusch.comPublic Speaking: • GDC • Game Design Conference • Game Developer Only Conference • Academy of Art • NeuroGaming • E3 • YetiZen • DiscoveryBeat • Play Conference - UC Berkeley/HAAS • DunDraCon • WonderCon • Clayton Valley High School Career Day

Listed skills include Game Design, Mobile Games, Game Development, Casual Games, and 44 others.

Current workplace

Randy Angle's current company

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Hoppsbusch
Hoppsbusch
Grand Poobah and Creative Director and Imagineer
Concord, CA, US
AeroLeads page
20 roles

Randy Angle work experience

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

Grand Poobah And Creative Director And Imagineer

Hoppsbusch

Concord, CA, US

Grand Poobah / Creative Director / Imagineer

Current
Hoppsbusch
  • Hoppsbusch - Phantasies & ImagineeringCreator of SMAFF (smaller, faster, funner) the rapid game dev hybrid-LEAN methodology including: COG, JUICE, Player Matrix, 'Done, Diddy, Done, Done', MFL, Wheel of Doom.
  • Humans, Mutants & Alien Scum ™
  • Ghostchasers & Graverobbers ™
  • Bonk - Caveman Survival ™
  • Goblin Opera ™
  • Cosmic Opera ™
Sep 1982 - Present

Committee Member

Current
Dundracon
  • Organizing and operating the Protospiel - prototype board games event at DunDraCon the best 4-day role-playing convention on the West Coast.
  • Speaking on various topics from GM Tips, Developing Computer Games, DIY RPGs, Game Design, Gaming Rogues, and Humor in RPGs
Feb 2016 - Present

Grand Poobah / Creative Director / Imagineer

Current
Aka "Rangle'S Mysfits"​
  • Indie game studio making games that are deeply engaging and handcrafted by passionate and talented developers and designers. With our happy clients, we make the magic happen.
  • Well over 50-years of game industry experience
  • Focused on 'Finding the FUN' - then 'Polishing the JUICE'
  • Rapid Dev with Iteration
  • Phased development that reduces risks and lowers costs
  • Social interaction that engages with friends
Dec 2016 - Present

Adjunct Professor

Current

Redwood City, CA, US

Developed a 10 course curriculum for Game Design and Development for the college.Teaching:- Introduction to Video Game Design- History of Video Games- Game Design Fundamentals

Jul 2018 - Present

Senior Prototype Engineer

Sacramento, California, US

Contract assignment to develop Unity3D prototypes for launching a new unannounced mobile title for EA/Capital Games.

Aug 2018 - Dec 2018

Imagineer / Creative Director

San Francisco, California, US

  • Oversight, BizDev, Creative Direction and Game Design of multiple game projects on mobile and web for multiple clients.
  • Creative Direction - Oversaw design, UX, UI, style guides, art, animation, writing, and audio
  • BizDev - Generated New Clients through a Pipeline process
  • Bidding - Converted to client friendly line item budgets
  • Contracts - Full terms and conditions, work orders, change orders
  • Payments - Following through approvals to client payments
Jun 2016 - Dec 2016

Chief Creative Officer

  • Oversee the design, production and live-operations of cooperative mobile games to help create empathy for people across conflict zones.
  • Creative Direction
  • Game Design
  • Team Building
  • Development Project Management
  • Focus Testing
Aug 2015 - Jun 2016

Game Design Instructor

San Francisco, CA, US

  • Teaching and authoring courses in the Game Design & Development department:
  • GAM131 History of Games
  • GAM150 Game Design, Theory & Analysis
  • GAM215 Game Scripting in Unity3D
  • GAM310 Game Production (Mid-point & teamwork)
  • GAM350 & 410 Rapid Prototyping 1 & 2 (7 intense Game Jams a semester)
Aug 2013 - Aug 2015

Senior Partner / Co-Founder

  • LudusLabs - the difference between a game and a success - Was founded by 3 game industry veterans to offer expert skills and services to developers, publishers, and investors. It was our mission to provide the best.
  • SimRaceway Game Design - Ignite Game Technologies
  • Mobile Game Concepts - Electronic Arts
  • Children's Game Design - Tall Chair/Mattel
  • Guest Instructor - Academy of Arts
  • Investor Consulting - Fantasy Hip Hop
May 2012 - Oct 2014

Creative Director, Mobile

San Francisco, CA, US

  • Created a new division for mobile free-to-play games, specifically to develop new mobile social platforms (iOS/Android) and provide Free-to-Play games and social activities to the communities supporting the iWin brands.
  • Mobile Division Fund Raising via OpenFient/GREE
  • 1 vs 100 - iOS/Android
  • Deal or No Deal - iOS/Android
Apr 2011 - Dec 2011

Executive Producer Of Games

San Ramon, CA, US

  • Led the design, development and user experience of casual games and social entertainment for inclusion in FunMobility's line of social mobile entertainment products (iOS/Android).Designed and managed a multiplayer.
  • Funchat - mobile social network with multiplayer HTML5 games:- - Flippii Game- - Duck Shot- - Hurdles- - (eye)Lotto- - Popper- - Gypsy- - Varmints- - Skeet
Sep 2010 - Apr 2011

Design Director

Culver City, California, US

  • Design, development and operations of the mobile and social games, including the first original Free-to-Play (F2P) mobile games in the Apple App Store and Google Play, with promotional sales, tournaments, and online.
  • F.A.S.T. - Fleet Air Superiority Tactics - iOS/Android (original F2P app on iOS)
  • iBowl Deluxe
  • MiniTycoon Casino
  • THUG
  • Skies of Glory
Jul 2009 - Sep 2010

President/Creative Director

US

  • Founded and managed Pronto Games’ growth from a $240K yearly revenue company to a $3M+ yearly revenue company.
  • Creative Director, for 8 years, ensuring the quality of the products and design direction of the over 30 products developed by Pronto Games
  • Won Toy of the Year 2003 for the game division for Rescue Heroes PlayTV.
  • Created the SmaFF Project Management (Small Fast Fun) methodology – a scalable, iterative and agile styled methodology that allows projects to focus on customer features and quality while keeping projects on time and.
  • D&D: Eye of the Beholder - GBA
  • Rescue Heroes PlayTV
Oct 2001 - Jun 2009

Technical Director / Lead Designer

US

  • Instituted my project management philosophy and led a team resulting in the company making money with a first time client for the first time in company history on LEGO MyStyle (PC/Mac) as Lead Engineer and Lead Designer.
  • Interviewed candidates and hired over 80 positions for the $20M Lord of the Rings: The Two Towers (PS2/XBOX) project which was the largest project ever undertaken by Stormfront Studios. Ran the 30+ person engineering.
  • Lectured on Effective Project Management System for Games at the premier industry event, Game Developers Conference for 4 years.Projects:
  • LEGO MyStyles - Preschool - PC/Mac
  • LEGO MyStyles - Kindergarten - PC/Mac
  • Bloodwake - Xbox (AI help)
May 1999 - Oct 2001

Lead Engineer/Designer

GB

  • Helped grow the engineering department of the newly formed Psygnosis San Francisco, from 1 to over 20 people.
  • Learned the principles of methodologies contributing to the development of Effective Project Management System for Games.
  • Lead Engineer, training, mentorship, architecture, planning, tasking, schedulingProjects:
  • Reapers - PC multiplayer
  • Goblins - PC/PS1
May 1997 - Feb 1999

Software Engineering Consultant

Bluesky Software
  • Techical consultant and helped implement the PS1 versions of College Baseball and College Football
May 1997 - Jun 1997

Lead Engineer/Designer

Smoking Car Productions
  • Provided game design and programming on PS1 and Saturn versions of The Last Express.
  • Developed tools and compression technologies for the PC version of The Last Express.
Nov 1995 - May 1997

Lead Engineer/Designer

Virginia Beach, Virginia, US

  • Lead Engineer and co-designer on the first PS1 game shown from a US company at the first E3 – Aftermath.
  • Was the first employee and helped hire over 50 other developers in the first independent game developer for PS1.
  • Worked closely with SCEA as it ramped up operations.
May 1994 - Oct 1995

Lead Designer/Engineer

  • Lead Designer and Engineer for 16-bit consoles
  • Specialties - Action RPGs, Puzzle Games
  • Quality AssuranceProjects:
  • Super Tetris - PC/Windows - Lead QA
  • Falcon 3.0 - PC - QA
  • Chess Maniac 5 Billion and 1 - PC/Mac - Voice Over
Sep 1991 - Feb 1994
1 education record

Randy Angle education

  • Diablo Valley College
    Diablo Valley College
    Computer Software Engineering
FAQ

Frequently asked questions about Randy Angle

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

What company does Randy Angle work for?

Randy Angle works for Hoppsbusch.

What is Randy Angle's role at Hoppsbusch?

Randy Angle is listed as Grand Poobah and Creative Director and Imagineer at Hoppsbusch.

What is Randy Angle's email address?

AeroLeads has found 1 work email signal at @prontogames.com for Randy Angle at Hoppsbusch.

What is Randy Angle's phone number?

AeroLeads has found 1 phone signal(s) with area code 415 for Randy Angle at Hoppsbusch.

Where is Randy Angle based?

Randy Angle is based in Concord, California, United States while working with Hoppsbusch.

What companies has Randy Angle worked for?

Randy Angle has worked for Hoppsbusch, Dundracon, Aka "Rangle'S Mysfits"​, Cañada College, and Capital Games.

How can I contact Randy Angle?

You can use AeroLeads to view verified contact signals for Randy Angle at Hoppsbusch, including work email, phone, and LinkedIn data when available.

What schools did Randy Angle attend?

Randy Angle holds Degree, Computer Software Engineering from Diablo Valley College.

What skills is Randy Angle known for?

Randy Angle is listed with skills including Game Design, Mobile Games, Game Development, Casual Games, Video Games, Social Games, User Experience, and Unity3D.

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