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Kyle Rasmusson Email & Phone Number

Senior Technical Game Designer at Snail Games USA
Location: Los Angeles, California, United States 10 work roles 1 school
1 work email found @snail.com LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email

Work email k****@snail.com
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Current company
Role
Senior Technical Game Designer
Location
Los Angeles, California, United States
Company size

Who is Kyle Rasmusson? Overview

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Quick answer

Kyle Rasmusson is listed as Senior Technical Game Designer at Snail Games USA, a with 115 employees, based in Los Angeles, California, United States. AeroLeads shows a work email signal at snail.com and a matched LinkedIn profile for Kyle Rasmusson.

Kyle Rasmusson previously worked as Technical Game Designer at Mob Entertainment and Technical Game Designer at Rubyshark. Kyle Rasmusson holds Bachelor Of Science (B.S.), Game Design from Full Sail University.

Company email context

Email format at Snail Games USA

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*@snail.com
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AeroLeads found 1 current-domain work email signal for Kyle Rasmusson. Compare company email patterns before reaching out.

Profile bio

About Kyle Rasmusson

A Game Design Professional with a heart for serving the team.Equipped with several years experience designing systems in a variety of toolsets, using a variety of languages, I'm able to drop into any project and quickly adapt and help the team. Additionally, my experience with teaching has deepened my communication abilities and allows me to quickly collaborate with teammates to solve even the toughest obstacles.

Listed skills include Game Design, Systems Designer, Scripting, Level Design, and 10 others.

Current workplace

Kyle Rasmusson's current company

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Snail Games USA
Snail Games Usa
Senior Technical Game Designer
Los Angeles, CA, US
Website
Employees
115
AeroLeads page
10 roles

Kyle Rasmusson work experience

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

Technical Game Designer

Current

St Louis, Missouri, Us

Mar 2024 - Present

Technical Game Designer

Current

Remote, Us

Running the volunteer project MANTRASet up the core vision for the project, architected many of the core systems, mentoring and guiding jr designers.

Jul 2020 - Present

Technical Game Designer

Madison, Wi, Us

Design Tools Team 07-23 : 01-24- Worked in Lead role, mentoring Tech Designers while helping guide the project vision- Built player controller for third person shooter- Wrote documentation to help explain systems I built for Level and Tech design- Set up animation blueprints, behavior trees, materials, weapons systemsUnannounced FPS 03-23 : 07-23- Designed new creature factions- Designed fodder to minibosses- Helped drive innovative and unique designsNew World 01-22 : 03-23- Designing AI Creatures for New World- Designing in world interactive objects that change combat encounters- Reworking several existing creatures- Scripting behavior trees and handling other technical processes for creature implementation

Jan 2022 - Jan 2024

Jr Game Designer

- Designing Levels with a focus on unique and interesting puzzles.- Scripting gameplay events and animated sequences.- Designing and scripting AI.- Scripting systems for narrative setpieces.

Sep 2020 - Oct 2021

Quality Analyst 1

Redwood City, Ca, Us

- Testing the UI and UX of Madden 21- Collaborating in team meetings, taking notes and dispersing them to the rest of the team- Participating in build reviews, collaborating with devs to ensure quality bugs are dropped- Working with teammates to ensure best practices are shared, and each teammate grows

Feb 2020 - Sep 2020

Technical Game Designer

Broad Strokes Llc

- Built Level Design tools to meet the needs of the design team, these tools reduced iteration time and drastically improved performance.- Designed accessible camera system that allows players to play the game without needing to manually control the camera.- Designed user interface for cosmetic purchasing system.- Created systems and tools to allow easy implementation of new assets for cosmetic system.- Designed and implemented improved tools for saving players progress with collectible collection.- Crafted user interface for unlocking rewards and puzzles in in-game hub level.- Collaborated with Creative Director to create tutorial level that successfully engaged a wide audience.- Tuned player movement and controls to provide for a better feeling, more responsive movement system.

Aug 2019 - Feb 2020

Lab Specialist

Winter Park, Fl, Us

- Communicated with a new group of students every month, learned how to quickly adapt communication styles to explain advanced concepts to beginner designers.- Mentored students along the process of learning beginner to advanced scripting concepts.- Helped facilitate student's in gaining a greater understanding of the fundamental principles of design.- Frequently took on extra work to help ensure students properly understood course material.- Worked with students who wanted to go above and beyond and ensured they had a space to grow.

Jul 2017 - Feb 2020

Technical Game Designer

Black Atom Interactive

- Crafted weapons systems for a multiplayer FPS shooter.- Designed actor based ability system that allowed for incredibly flexible usage for other designers.- Optimized performance, increasing frame-rate by 20fps.- Programmed modular event systems, allowing for easy crafting of complicated gameplay setups.- Built enemy spawning system that allows for quick and rapid iteration of setups through simple value changes.- Managed replication and optimization of networked systems using UE4's built in networking tools.- Balanced and tuned gameplay systems, including, melee systems, player abilities, character controls, and enemy combat.- Optimized pipeline for User Interface creation in UE4 and Unity projects.- Used Unity's Profiler to hunt down and fix areas of weak performance, bringing the project from 150fps to upwards of 2Kfps, performance increases include using event driven systems, and heavy usage of coroutines for AI behavior and most time based operations.- Tuned gameplay systems to encourage the player to keep mobile in combat.

Dec 2016 - Feb 2020

Game Design Intern

Doghead Simulations

- Responsible for creating rapid prototypes designed to engage the users.- Created tutorial sequence that informed the user how to use the desktop experience.

Jun 2017 - Sep 2017
Team & coworkers

Colleagues at Snail Games USA

Other employees you can reach at snail.com. View company contacts for 115 employees →

1 education record

Kyle Rasmusson education

  • Full Sail University
    Full Sail University
    Game Design
FAQ

Frequently asked questions about Kyle Rasmusson

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

What company does Kyle Rasmusson work for?

Kyle Rasmusson works for Snail Games USA.

What is Kyle Rasmusson's role at Snail Games USA?

Kyle Rasmusson is listed as Senior Technical Game Designer at Snail Games USA.

What is Kyle Rasmusson's email address?

AeroLeads has found 1 work email signal at @snail.com for Kyle Rasmusson at Snail Games USA.

Where is Kyle Rasmusson based?

Kyle Rasmusson is based in Los Angeles, California, United States while working with Snail Games USA.

What companies has Kyle Rasmusson worked for?

Kyle Rasmusson has worked for Snail Games Usa, Mob Entertainment, Rubyshark, Lost Boys Interactive, and White Elk Llc.

Who are Kyle Rasmusson's colleagues at Snail Games USA?

Kyle Rasmusson's colleagues at Snail Games USA include Sidney Rubino, Giuseppe Russo, Zhang Nan, Steven M., and Alexis Brown.

How can I contact Kyle Rasmusson?

You can use AeroLeads to view verified contact signals for Kyle Rasmusson at Snail Games USA, including work email, phone, and LinkedIn data when available.

What schools did Kyle Rasmusson attend?

Kyle Rasmusson holds Bachelor Of Science (B.S.), Game Design from Full Sail University.

What skills is Kyle Rasmusson known for?

Kyle Rasmusson is listed with skills including Game Design, Systems Designer, Scripting, Level Design, Video Games, C#, Unity, and Unreal Engine 4.

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