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Ryan Morse Email & Phone Number

Expert Gameplay Engineer at Raven Software at Raven Software
Location: Longwood, Florida, United States 10 work roles 2 schools
1 work email found @glu.com 3 phones found area 321 and 229 LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 3 phones

Work email r****@glu.com
Direct phone (321) ***-****
LinkedIn Profile matched
3 free lookups remaining · No credit card
Current company
Role
Expert Gameplay Engineer at Raven Software
Location
Longwood, Florida, United States

Who is Ryan Morse? Overview

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Quick answer

Ryan Morse is listed as Expert Gameplay Engineer at Raven Software at Raven Software, based in Longwood, Florida, United States. AeroLeads shows a work email signal at glu.com, phone signal with area code 321, 229, and a matched LinkedIn profile for Ryan Morse.

Ryan Morse previously worked as Expert Gameplay Engineer at Raven Software and Senior Gameplay Engineer at Arkane Studios. Ryan Morse holds Ms, Interactive Entertainment, Game Programming from Florida Interactive Entertainment Academy.

Company email context

Email format at Raven Software

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{first}.{last}@glu.com
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AeroLeads found 1 current-domain work email signal for Ryan Morse. Compare company email patterns before reaching out.

Profile bio

About Ryan Morse

15+ years of industry game-development experience on AAA console and Mobile F2P titles, responsible for multiple "back-of-the-box" features, with a Masters in Game Dev from FIEA. Currently a Senior Gameplay Engineer at Arkane Austin, I am an expert at designing and writing gameplay, AI, tools, and full-stack code, with 2+ years of technical leadership experience. I pride myself on being a high-value Senior Software Engineer and team-player contributing to great console and mobile games!

Listed skills include Game Development, Video Games, Gameplay, Game Programming, and 17 others.

Current workplace

Ryan Morse's current company

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Raven Software
Raven Software
Expert Gameplay Engineer at Raven Software
AeroLeads page
10 roles

Ryan Morse work experience

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

Expert Gameplay Engineer

Current

Middleton, Wisconsin, Us

Aug 2024 - Present

Senior Gameplay Engineer

Lyon, Fr

Contributed post-launch work on gameplay for Redfall (XBox and PC) built in Unreal 4:- Added support for pausing the game (post-release!) while in menus, when playing single-player.- Built a brand-new gameplay feature, Community Standing with wide-reaching gameplay impacts.- Made performance enhancements as part of the patch that added 60 FPS support.

Apr 2023 - Jul 2024

Senior Fullstack Engineer

Redwood City, Ca, Us

Battlefield Mobile at Industrial Toys, where I provided full-stack development for our Unreal 4 title.- Designed, built, and maintained full-stack solutions to support live-services needs.- Features owned include contention-free Mailbox system, award-granting service, and purchases.- Extended microservices architecture using Java, spring boot, redis, gRPC and protobufs.- Responsible for unit-testing, load-testing, and tool-building with TypeScript and material-ui.

Dec 2021 - Mar 2023

Senior Gameplay & Fullstack Engineer

Redwood City, Ca, Us

Provided gameplay and full-stack development on Tap Sports Fishing mobile F2P title built in Unity:- Entirely created and owned major features such as daily tournaments, trophy seasons, server performance tracking (Amazon XRay), shop and purchasing, and gacha tech!- Prototyped multiplayer gameplay using WebSockets in 2 days.- Multiple back-end systems fully automated to remove human live-ops dependencies.- Responsible for own DB design (MongoDB) as well as execution and performance of queries, handling contention, and multi-server conflicts.- Server stack consisted of C#, ASP.NET, MongoDB, AWS.- AWS experience with CloudFormation, ECS, S3, CloudWatch.Note: this experience started at Glu Mobile, which EA acquired in April 2021.

Apr 2020 - Dec 2021

Lead Feature Gameplay Engineer

Redwood City, Ca, Us

After 2 years as Lead Software Engineer of this team, I chose to transition back to a coding-focused role and was the lead programmer on Madden 20's top-billed feature for the year, "Superstar X-factor Abilities". Overseeing a team of 5-6 engineers, I architected and developed an optimized, data-driven, and designer-friendly system on top of the Frostbite engine that exposes gameplay hooks, allowing designers to craft many permutations of "abilities" using logic graphs.Additionally, added value over the year by self-driving numerous technical initiatives outside of my coding role, including:- workflow improvement: automated, continuous data exports previously consuming many man-hours each.- worked with managers and TD to setup team-wide reporting tools in JIRA for both tech debt and Animation support issues.- drive interview process improvements.- constructed Gantt charts for production work as a spreadsheet and explored tools for making Gantt charts.- drove all aspects of internship program for Gameplay.- owned and documented specific workflow processes for the larger Madden team.

Jun 2018 - Apr 2020

Lead Gameplay Engineer

Redwood City, Ca, Us

Tech Lead for Madden Gameplay, group of 16 Engineers. Works closely with Development Director and Creative/Design to plan and execute all stages of development. Responsible for technical delivery of Gameplay feature set, sim performance, and stability, reporting up status, and communicating with other pods.Provides estimations, technical documentation, risk analysis, process-improvement discovery and implementation, and more, while still being hands-on in the code.

Apr 2016 - Jun 2018

Software Engineer, Gameplay

Redwood City, Ca, Us

Working on the development for both the Madden and NCAA Football franchises since the '11 series (e.g. Madden NFL 11) in the Central Gameplay group (now Madden Gameplay). Writes gameplay and animation-related code--from AI to animation systems, including development tools written in C#.- revamped the tackle system utilizing new interaction animation system with emphasis on selection and alignment of characters.- spent 4.5 years as primary Character Physics engineer, when we introduced full-body character physics to Madden, including gameplay features utilizing these systems. As SE1 initially, oversaw group of 4-5 engineers working on this and was promoted twice during this time. Biggest personal achievement was implementation of new Organic Fall system, that combines rag-doll with target poses to get realistic looking falls without animation. This was also used to create Organic Tackles--tackles driven by physics and not animation--for situations where animations weren't available.- implemented debug lines system, both from the high-level game interface to the low-level creation of triangle strips to describe various shapes. Wrote optimized code to strip a generic shape that actually describes 3 shapes--sphere, capsule and "fat box" (an exploded capsule with flat sides). This allowed for fast rendering of many shapes as the run-time only needs to transform and position the shape and not generate all vertices each time. Robust memory management system that solved problems in our game, including out-of-memory issues from requesting redundant lines.- side-project time spent on competitive arena FPS on Unity that never shipped. Implemented collision-based weapons.

Nov 2009 - Apr 2016

Software Engineer Intern, Gameplay

Redwood City, Ca, Us

Engineer on Madden and NCAA Gameplay team. Integrated Lua debugging suite into in-house Lua IDE tool written in C#, enabling debugging of Lua scripts, including breakpoints, variable inspection, and other debug features. Was given 3-month timeline but delivered in 2 weeks.

Aug 2009 - Oct 2009

Graduate Student

Orlando, Fl, Us

Master's in Interactive Entertainment, specializing in Video Game Programming. Cohort 5 as lead programmer of the group behind Sultans of Scratch (DJ/music peripheral game).

Aug 2008 - Aug 2009

Software Support Developer

American Automobile Association (Aaa)

Supported internal programs written in C/C++ with heavy database dependencies. Required heavy use of SQL, familiarity with Oracle servers.

Jan 2008 - Aug 2008
2 education records

Ryan Morse education

Ms, Interactive Entertainment, Game Programming

Florida Interactive Entertainment Academy

Bs, Computer Science

University Of Central Florida
FAQ

Frequently asked questions about Ryan Morse

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

What company does Ryan Morse work for?

Ryan Morse works for Raven Software.

What is Ryan Morse's role at Raven Software?

Ryan Morse is listed as Expert Gameplay Engineer at Raven Software at Raven Software.

What is Ryan Morse's email address?

AeroLeads has found 1 work email signal at @glu.com for Ryan Morse at Raven Software.

What is Ryan Morse's phone number?

AeroLeads has found 3 phone signal(s) with area code 321, 229 for Ryan Morse at Raven Software.

Where is Ryan Morse based?

Ryan Morse is based in Longwood, Florida, United States while working with Raven Software.

What companies has Ryan Morse worked for?

Ryan Morse has worked for Raven Software, Arkane Studios, Electronic Arts (Ea), Florida Interactive Entertainment Academy, and American Automobile Association (Aaa).

How can I contact Ryan Morse?

You can use AeroLeads to view verified contact signals for Ryan Morse at Raven Software, including work email, phone, and LinkedIn data when available.

What schools did Ryan Morse attend?

Ryan Morse holds Ms, Interactive Entertainment, Game Programming from Florida Interactive Entertainment Academy.

What skills is Ryan Morse known for?

Ryan Morse is listed with skills including Game Development, Video Games, Gameplay, Game Programming, Lua, Programming, C#, and Perforce.

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