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Andrew Risch Email & Phone Number

Ex-Senior FX Artist at Survios, Meta, Microsoft, Sony; Founder of Polycount.com at polycount
Location: Tacoma, Washington, United States 13 work roles 2 schools
1 work email found @soe.sony.com 7 phones found area 512, 317, and 636 LinkedIn matched
✓ Verified Jun 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 7 phones

Work email a****@soe.sony.com
Direct phone (512) ***-****
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Current company
polycount
Role
Ex-Senior FX Artist at Survios, Meta, Microsoft, Sony; Founder of Polycount.com
Location
Tacoma, Washington, United States

Who is Andrew Risch? Overview

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Quick answer

Andrew Risch is listed as Ex-Senior FX Artist at Survios, Meta, Microsoft, Sony; Founder of Polycount.com at polycount, based in Tacoma, Washington, United States. AeroLeads shows a work email signal at soe.sony.com, phone signal with area code 512, 317, 636, and a matched LinkedIn profile for Andrew Risch.

Andrew Risch previously worked as Owner and Founder of Polycount at Polycount and Senior VFX Artist at Survios. Andrew Risch holds Barch, Architecture from Ball State University.

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Email format at polycount

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{first_initial}{last}@soe.sony.com
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AeroLeads found 1 current-domain work email signal for Andrew Risch. Compare company email patterns before reaching out.

Profile bio

About Andrew Risch

Currently open to chat if you have a need.My specialties include but are not limited to the following: -FX Artist; Weather to player and creature FX. There is little I haven't had to make already from the concept through implementing them into the game design.-Environmental Artist / Design; From literal planet sized environments to small scale single scene designs; Lighting full day to night cycles are among my favorite bits of game dev.; PvP and PvE focused designs. -Process and pipeline design; Helped to design a handful of art pipelines and techniques for the production of 3 different MMO's that needed to not just ship a game but worked with for years afterwards.Most recently built the art pipelines at my current position on the side as I was the FX artist. -Game artist communities; I can explain how user created content started and what it can mean for any game out there. -Mentoring; working with junior artists has been some of the most rewarding time in my career. I would loe a change to do more of that. Public Tools and Engine experience: Maya, Max, Zbrush, Photoshop, Marmoset Toolbag, Substance Painter and Designer, Knald, XNormal, Vray, Unreal Engine, Unity, Source Engine, Fx Studio, Cascade, Topo Gun, Marvelous Designer, Embergen

Listed skills include Mmo, Game Development, 3D Studio Max, Game Design, and 19 others.

Current workplace

Andrew Risch's current company

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polycount
Polycount
Ex-Senior FX Artist at Survios, Meta, Microsoft, Sony; Founder of Polycount.com
13 roles

Andrew Risch work experience

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Owner And Founder Of Polycount

Current
Polycount

Founded and manage the amateur and professional game artist community know as Polycount.My duties vary with the day but generally center around the business administration and general creative direction for the community. The community can be found at www.polycount.com.

Apr 1998 - Present

Senior Vfx Artist

Marina Del Rey, CA, US

Worked on the Alien VR project that's currently in development. Specialized in creation simulations for the various weapon and weather effects. Also responsible for the majority of the world setting dressing effects and implementation

Mar 2022 - Feb 2024

Lead Fx And Tech Artist

Worked on Population: One, a VR Battle Royale shooter.

Feb 2021 - Nov 2021

Lead Fx And Tech Artist

Seattle, WA, US

Helped to build Population: One, a VR shooter

Dec 2018 - Feb 2021

Particle Effects Artist - Forza 7

A contract position where I was tasked with bringing their current effects and shaders up to visual parity with previous titles within the newer engine requirements. I also placed existing and new particle effects for all the new tracks and features across older tracks; rain tracks.

Feb 2017 - May 2017

Level Designer And Artist - Jump

Seattle, Washington, US

I participated on the VR game "Jump"; a real world scale platforming game where you are tasked with navigating a city's rooftops with super powered jumps. I concepted and built all the maps for the game's recent DLC. I'm part of a circle of developers that assist the Endeavor founders with their projects on a per project basis. Steam page for the game.

Jan 2016 - Jun 2016

Lead Fx Artist - Dc Universe Online

San Diego, CA, US

I helped design and develop the effects pipeline from day one to ship. This included custom data assets to allow the design teams to use the effects assets easily without much technical knowledge.I concepted and built the majority of player and NPC combat effects. In the third and fourth years, two additional effects artist were hired and used my initial.

Jan 2006 - Oct 2013

Senior Fx Artist And World Builder - Star Wars Galaxies

San Diego, CA, US

Built a number of ships, buildings and player assets across all the published expansion packs and most content patches.Responsible for world-building on several planets/zones and dungeons, including lighting with a full day and night cycles, terrain design, city and dungeon layouts.Became involved with environmental effects early on. Took over.

Jul 2004 - Jan 2006

Environmental Artist On "Good Life"

San Diego, CA, US

Investigated and implemented next generation and existing engine technology for an unannounced MMO game; working title was "Good Life" Responsible for the architecture and object art pipeline through pre-production; I built and placed everything in the environment for the game that was not outsourced. Rebuilt a five square mile section of San Francisco.

Nov 2003 - Jul 2004

Building Designer/Artist And Fx Artist On Planetside

San Diego, CA, US

Directly involved with the game designers on game flow, building/level and environmental design.Designed and built all of the architecture in the game while involved with the project. This included design, construction, lighting, technical set-up and exporting of buildings and their various assets.Concepted and produced a majority of player and vehicle.

May 2001 - Nov 2003

External Community Consultant On Gamespace

Provided recommendations on Caligari's Gamespace product line with regards to amateur developer community reception, including pricing and feature set.

Oct 2003 - Nov 2004

External Community Consultant

US

Provided feedback to id about the state of the user community on abilities and toolsDesigned a directory structure and name system for packaged assets that was adopted by id Software for themselves at the time.

May 1998 - Jun 2003

Graduate Architect

Indianapolis, IN, US

Specializing in 3D design visualization. Assisting with all stages of design production and development. Also heavily involved in assisting the IT and marketing department with numerous specialty projects.

Mar 1996 - May 2001
2 education records

Andrew Risch education

Barch, Architecture

Ball State University

Architecture

Savannah College Of Art And Design
FAQ

Frequently asked questions about Andrew Risch

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

What company does Andrew Risch work for?

Andrew Risch works for polycount.

What is Andrew Risch's role at polycount?

Andrew Risch is listed as Ex-Senior FX Artist at Survios, Meta, Microsoft, Sony; Founder of Polycount.com at polycount.

What is Andrew Risch's email address?

AeroLeads has found 1 work email signal at @soe.sony.com for Andrew Risch at polycount.

What is Andrew Risch's phone number?

AeroLeads has found 7 phone signal(s) with area code 512, 317, 636 for Andrew Risch at polycount.

Where is Andrew Risch based?

Andrew Risch is based in Tacoma, Washington, United States while working with polycount.

What companies has Andrew Risch worked for?

Andrew Risch has worked for Polycount, Survios, Facebook Reality Labs, Bigbox Vr, and Turn 10 Corporation.

How can I contact Andrew Risch?

You can use AeroLeads to view verified contact signals for Andrew Risch at polycount, including work email, phone, and LinkedIn data when available.

What schools did Andrew Risch attend?

Andrew Risch holds Barch, Architecture from Ball State University.

What skills is Andrew Risch known for?

Andrew Risch is listed with skills including Mmo, Game Development, 3D Studio Max, Game Design, Video Games, Environment Art, Multiplayer, and Computer Games.

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