Ryan Morse Email & Phone Number
@glu.com
3 phones found area 321 and 229
LinkedIn matched
Who is Ryan Morse? Overview
A concise factual answer block for searchers comparing this professional profile.
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.
Email format at Raven Software
This section adds company-level context without repeating Ryan Morse's masked contact details.
AeroLeads found 1 current-domain work email signal for Ryan Morse. Compare company email patterns before reaching out.
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.
Ryan Morse's current company
Company context helps verify the profile and gives searchers a useful next step.
Ryan Morse work experience
A career timeline built from the work history available for this profile.
Senior Gameplay Engineer
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.
Senior Fullstack Engineer
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.
Senior Gameplay & Fullstack Engineer
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.
Lead Feature Gameplay Engineer
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.
Lead Gameplay Engineer
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.
Software Engineer, Gameplay
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.
Software Engineer Intern, Gameplay
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.
Graduate Student
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).
Software Support Developer
Supported internal programs written in C/C++ with heavy database dependencies. Required heavy use of SQL, familiarity with Oracle servers.
Ryan Morse education
Ms, Interactive Entertainment, Game Programming
Bs, Computer Science
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.
Search by job title, company, industry, location, and seniority. Export verified B2B contact data when you need it.
Start free trial