Christopher Sosa
AeroLeads people directory · profile

Christopher Sosa Email & Phone Number

Senior Programmer at Obsidian Entertainment
Location: Lake Forest, California, United States 17 work roles 2 schools
2 work emails found @obsidian.net LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 86%

Contact Signals · 2 work emails

Work email c****@obsidian.net
LinkedIn Profile matched
3 free lookups remaining · No credit card
Current company
Role
Senior Programmer
Location
Lake Forest, California, United States
Company size

Who is Christopher Sosa? Overview

A concise factual answer block for searchers comparing this professional profile.

Quick answer

Christopher Sosa is listed as Senior Programmer at Obsidian Entertainment, a with 313 employees, based in Lake Forest, California, United States. AeroLeads shows a work email signal at obsidian.net and a matched LinkedIn profile for Christopher Sosa.

Christopher Sosa previously worked as Programmer at Obsidian Entertainment and Lead Software Engineer at Blind Squirrel Games. Christopher Sosa holds Master'S Degree, Interactive Entertainment from University Of Central Florida.

Company email context

Email format at Obsidian Entertainment

This section adds company-level context without repeating Christopher Sosa's masked contact details.

{first}{last}@obsidian.net
92% confidence

AeroLeads found 2 current-domain work email signals for Christopher Sosa. Compare company email patterns before reaching out.

Profile bio

About Christopher Sosa

Software Engineer passionately working on great games.

Current workplace

Christopher Sosa's current company

Company context helps verify the profile and gives searchers a useful next step.

Obsidian Entertainment
Obsidian Entertainment
Senior Programmer
Lake Forest, CA, US
Employees
313
AeroLeads page
17 roles

Christopher Sosa work experience

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

Lead Software Engineer

Irvine, Ca, Us

Unannounced UE4 First Person Shooter:• Stood up UE4 4.26 project• Setup TeamCity UE4 automated nightly builds• Setup Unreal Game Sync to allow designers and Artists to fetch precompiled binaries directly from Perforce• Managed a team of 9 software engineers to deliver a gameplay trailer to the client• Mentored and taught engineers about how to use unreal 4• Stood up an automated build process to cook mp4 videos from UE4 sequencer tool• Designed and implemented a weapon user interface which allowed the team to use Epic’s ShooterWeapon on any pawn.• Stood up initial character/enemy Ai for trailer• Analyzed landscape and dynamic sky assets in order to help artists tune these assets for better performance• Assisted tech artists to come up with solutions to reduce draw calls in outdoor on rails helicopter level• Maintained and fixed cooked builds when necessary• Assisted in writing TDD• Worked with Ai engineer to create an Ai waypoint path system with many design features (wait at point timer, play montage at point, rotate to waypoint rotation, play audio at point, take cover, sprint to next point etc…)• Helped Interview to fill various roles on team• Ensured timely delivery of game systems for trailer• Ensured engineering resources were allocated where needed to bring prototype/trailer to functional

May 2021 - Dec 2021

Graphics Sr. Software Engineer I

Irvine, Ca, Us

Drifters:• Refactored grapple system to properly use unreal gameplay ability system and improve feel of grapple• Working to improve garbage collection times on Drifters servers• Used Unreal Network Profiler to optimize replicated actors• Fixed client server desyncs on Grapple Gameplay Ability• Created process and pipeline for having QA gather performance data using Unreal Insights• Authored weekly performance reports based on analysis of unreal insights traces• Worked with artists to create UE4 studio best practices for world building to reduce draw calls and improve performance (Got game to go from about 35-50FPS up to 90-110FPS on GTX 970)• Authored documents for UE4 studio Slate Ui best practices to keep Ui performant• Assisted prototyping team in re-designing Drifters. Helped to keep prototype performant enough for weekly community playtests as well as contributed to design by committee• Reduced network traffic produced by machine gun gameplay ability by reducing the amount of target data being sent to the server• Fixed performance on main menu level (20-30 FPS up to 75-80) by working with artists to reduce light complexity in the level while maintaining artistic look• Implemented networked Actor pooling system in Unreal Engine to reduce replicated Gameplay Ability System data waste and Garbage collection waste.• Implemented Heavy landing mechanic• I was the main code reviewer for all new Gameplay code and optimization fixes• Began implementing but never finished a robust subscription-based client side error handling system to handle failed Playfab API calls• Optimized UE4 outline post process shader from 8ms down to 3ms• Refactored Base Gameplay Ability attribute classes and actors in order to reduce the amount of replicated data on Gameplay ability actors who did not need complex character attributes• Fixed networking desync bugs on pooled actors• Worked closely with technical designers to review networked gameplay ability blueprints

May 2020 - May 2021

Generalist Software Engineer Iii

Irvine, Ca, Us

Unannounced iOS MMO:• Got visual studio engine and game projects compiling and linking in Xcode• Worked on getting the engine to properly start up and render on device• Headed up rendering team to get new Vulkan renderer working on iOS• Optimized new Vulkan renderer to run at acceptable frame rates on device• Fixed post process blur shaders on iOS• Fixed sRGB color space not working on iOS• Saved memory by streaming in necessary shader binaries when vulkan pipelines needed them instead of keeping them in main memory• Refactored audio system to fix random crash associated with looping audio bug in OpenAL bug on iOS• Stood up automated build machines for nightly builds• Mentored junior rendering engineer to implement texture streaming, occlusion culling, fix color space issues, fix terrain rendering on open world levels.

Nov 2019 - May 2020

Generalist Software Engineer Ii

Irvine, Ca, Us

Sunset Overdrive (Steam, Windows Store - released)• Ported save system from one save only to multiple slot save system. Included support to delete, load, and overwrite saves.• Added cloud save support for both Steam and UWP Windows Store.• Added mouse and keyboard support to the engine in both UWP app and Win32 Steam app.• Fixed multiple Nvidia/AMD specific bugs for specific graphics card architectures• Fixed Norton Dragon boss fight. The model's vertices were popping and being rendered improperly on PC• Fixed a multitude of bugs

Jan 2018 - Nov 2019

Software Engineer

• Created revenue increasing engine extension to support native rewarded video ads using Admob• Implemented daily mission system to increase number of daily active users and user retention• Wrote Android extension to support distribution of game assets via .obb files to improve startup flow• Expanded creature inventory to be four times bigger by implementing a virtualized scroll view• Implemented client side overhaul of PVP system which included brand new UI and gameplay• Fixed graphical error that displayed tile boundary artifacts on the map screen on key mobile devices• Facilitated the ability for designers to create expert mode maps which would modify enemies in encounters to have heightened abilities and stats• Implemented server side cheat detection and client side UI flow that blocked cheaters from playing• Created a system which allowed the design team to schedule monthly PVP bonuses• Created daily check in rewards• Modified all engine shaders to support the switch to ETC textures• Fixed in app notification icons so they displayed correctly• Created client side of swag bag spending incentive feature• Created client side of PVP shield mechanic• Integrated Creature Quest Sqaurespace news website with in game news feed webview• Assisted in implementing native Google sign in

Jun 2016 - Nov 2017

Software Engineer

The Disti Corporation

• Worked on F-18 maintenance trainer• Ported the old maintenance trainer code to a new in-house simulation engine

Jun 2015 - Apr 2016

Software Engineer

Redwood City, Ca, Us

Rory McIlroy PGA Tour (PS4, Xbox one - released)• Utilized AI players to create a distributed automated test script that gathered metrics denoting completion of levels• Fixed memory leaks/stomps

Oct 2014 - Apr 2015

Software Engineer

Bethesda, Md, Us

• Worked on SAGE flight simulator as a rendering engineer• Implemented light mapping for runway and city lights• Implemented fried or foe training highlight shader for identifying vehicles in the simulation• Created volumetric fog shader for realistic configurable fog banks• Ported Microsoft Flight Simulator X worldwide flight terrain lookup tables and terrain textureresolving algorithm from MSVC++ to Linux GNU C++ in support of the effort to add worldwideflight (No load times when flying around the globe) to SAGE flight

Feb 2014 - Oct 2014

Software Engineering Intern

San Francisco, California, Us

Sep 2013 - Nov 2013

Camera/Graphics Programmer

Escherreal

Graduate school capstone project. Escherreal is a game where manipulating gravity and transitioning between 3D and 2D are the main mechanics.http://www.escherreal.com/

Jan 2013 - Aug 2013

Scrum Master

Orlando, Fl, Us

I was the SCRUM Master for my senior design capstone project. I manage the sprint, defect, and testing documentation as well as code modules for the software system. The project is to make a DSI multi-touch table that runs an in-house coded tower defense application using C#, XNA, and CCV.

Sep 2011 - Apr 2012

Extern

El Segundo, California, Us

Programmed the back end of a website to display and sort search metrics data gathered by SQL queries in C# and ASP.NET

Mar 2012 - Mar 2012

Command & Data Handling Team Leader

Air Force Research Labs University Nano Satellite Program

Team leader responsible for designing and fabricating the computer system for the Knightsat II satellite. Made major contributions to the design of our satellite and presented it at a PDR at the AIAA/Utah state University Small Satellite conference 2009, a professional engineering conference. Participated in AFRL SHOT at CSU Boulder to launch a data collecting weather balloon using Atmel MCU. Attended Cosmiac Plug and Play satellite training at UNM Albuquerque, and Satellite Fabrication lab at Kirtland Air Force Base Albuquerque. Built, programmed and flew a high altitude balloon payload that recorded pressure and temperature data, took pictures, and transmitted data to a ground station. Presented a prototype of our satellite to present to the AFRL at Small Satellite Conference 2010. Presented final product at FCR in Albuquerque to judges from satellite industry and AFRL.

Jan 2009 - Jan 2011

Assistant

Ucf Profit

Assisted Programmers in the PROFIT project directed by Dr. Lobo. Modifying Image J, a graphics editing program in the JAVA environment.

May 2008 - Jul 2008
2 education records

Christopher Sosa education

Master'S Degree, Interactive Entertainment

University Of Central Florida

Bachelor Of Science (B.S.), Computer Engineering

University Of Central Florida
FAQ

Frequently asked questions about Christopher Sosa

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

What company does Christopher Sosa work for?

Christopher Sosa works for Obsidian Entertainment.

What is Christopher Sosa's role at Obsidian Entertainment?

Christopher Sosa is listed as Senior Programmer at Obsidian Entertainment.

What is Christopher Sosa's email address?

AeroLeads has found 2 work email signals at @obsidian.net for Christopher Sosa at Obsidian Entertainment.

Where is Christopher Sosa based?

Christopher Sosa is based in Lake Forest, California, United States while working with Obsidian Entertainment.

What companies has Christopher Sosa worked for?

Christopher Sosa has worked for Obsidian Entertainment, Blind Squirrel Games, Vc Mobile Entertainment, Inc., The Disti Corporation, and Electronic Arts (Ea).

How can I contact Christopher Sosa?

You can use AeroLeads to view verified contact signals for Christopher Sosa at Obsidian Entertainment, including work email, phone, and LinkedIn data when available.

What schools did Christopher Sosa attend?

Christopher Sosa holds Master'S Degree, Interactive Entertainment from University Of Central Florida.

Find 750M verified contacts

Search by job title, company, industry, location, and seniority. Export verified B2B contact data when you need it.