Robert Rice Email & Phone Number
@infinityward.com
1 phone found area 818
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Who is Robert Rice? Overview
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Robert Rice is listed as Audio Design & Programming | Leader in XR, Games, & Enterprise Tech. at Infinity Ward, a with 651 employees, based in Los Angeles, California, United States. AeroLeads shows a work email signal at infinityward.com, phone signal with area code 818, and a matched LinkedIn profile for Robert Rice.
Robert Rice previously worked as Senior Technical Sound Designer at Infinity Ward and Senior Technical Sound Designer at Survios. Robert Rice holds B.S. International Business, Japanese Studies from College Of Charleston.
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About Robert Rice
Robert is an American software developer specialized in interactive and immersive audio. Known for creative and technical achievement in games, virtual reality, and enterprise technology, he is a results-driven leader who cares about product quality and user experience. Based in Los Angeles, CA, he has worked with a diverse range of talent and intellectual properties, from small startups to major productions by Activision Blizzard, Microsoft, Wizarding World, DreamWorks, Paramount, and Universal. His technical skills include scripting, designing, programming, and implementing audio systems for Unreal Engine, Unity, and proprietary game engines using native audio or middleware like Wwise. He is proficient with industry standard tools such as Pro Tools, Soundminer, Visual Studio, Perforce, Confluence, and JIRA, and has programming expertise in Unreal Blueprints, Unreal C++, Unity C#, Lua, and Python. His career highlights include contributing to Microsoft’s award-winning HoloLens IVAS prototype for the US Army and earning the 2019 Lumiere Award for Best VR Experience with DreamWorks’ How To Train Your Dragon. He also received the 2019 Tribeca Storyscape Award for Celine Tricart’s The Key. Additionally, he won a Game Audio Award for Best Sound Design on Call of Duty: Modern Warfare II, was a four-time G.A.N.G. Award finalist, and received two MPSE nominations. He has presented talks and exhibited his work at prestigious conferences and festivals, including the first-ever VR selections at both the Sundance and Cannes Film Festivals.
Listed skills include Sound Design, Audio Post Production, Audio Engineering, Video, and 21 others.
Robert Rice's current company
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Robert Rice work experience
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Senior Technical Sound Designer
CurrentResponsibilities:-Conceptualize, prototype, and develop in-game audio content, systems, pipelines, and processes for multiplatform Call of Duty games.-Provide detailed technical reviews and prototypes for audio system, feature, tool, and pipeline improvements.-Lead sound design for vehicle killstreaks, physics, scripted events, server keyframe, animation keyframe, destruction, driving, and flying simulations.-Lead and supervise sound design for destructible environments, VFX, physics, and animation keyframe.-Support the audio department with Python-scripted data reports, processes, and LLM prototyping.-Assist the dialogue team with voiceover design, prototyping, and process improvements.-Provide technical support and supervision to the QA department during formal and regular internal playtests.-Ensure engineers have a clear understanding of problems to be solved, supported by technical writing, media, and task reviews.-Produce detailed documentation for audio systems and processes.-Facilitate cross-departmental communication and collaboration to meet project goals and milestones.-Encourage the growth and development of junior and senior talent by identifying challenges and collaborating to create solutions.-Supervise and participate in high risk recording sessions for quality control and experiential reference - such as high powered military aircraft.Shipped content:-Call of Duty: Modern Warfare III-Call of Duty: Modern Warfare II-Call of Duty: Warzone 2.0-Call of Duty: Warzone Mobile-Call of Duty: DMZ BetaPost Ship Content:-MWII Season 01-MWII Season 01 Reloaded-MWII Season 02-MWII Season 02 Reloaded-MWII Season 03 -MWII Season 03 Reloaded-MWII Season 04-MWII Season 04 Reloaded-MWII Season 05-MWII Season 05 Reloaded-MWII Season 06-MWII Season 06 Reloaded-MWII The Haunting: Operation Nightmare
Senior Technical Sound Designer
Responsibilities:-Lead audio programming and implementation to finish projects in Unreal Engine 4. -Integrated a platform-agnostic, real-time, ambisonic spatial audio renderer and developed a pipeline for spatial sources using the native UE4 audio engine. -Implemented and spatialized audio environments for over 100 different levels across 3 different game modes including both single and multiplayer. -Technical support and problem solving in UE4 Blueprints, Plugins, and C++.-Created text, photo, and video documentation for training and core studio resources.-Provided engineers with technical direction for feature changes and bugs.-Participated in regular testing and quality control practices to help all departments.Shipped Titles:-Puzzle Bobble: Vacation Odyssey-Big Rumble Boxing: Creed Champions
Technical Sound Designer (Contract)
Responsibilities:-Facilitated design, integration, and implementation of audio systems and assets for virtual reality, augmented reality, mixed reality, games, and location-based entertainment jobs.-Coordinated with studio directors and took ownership of pipeline, technical direction, programming, implementation, and asset management for select projects to meet high studio standards. -Provided additional content, programming, implementation, and debugging support to other leads.-Produced a database of video captures formatted for optimal sound editorial and quality control.-Documented script and function libraries in Unity C#, Unreal C++, and Unreal Blueprints for custom audio classes, components, and systems for I/O, playback, spatial audio, audio-driven visual effect params, interactive music, particles, physics simulations, animation, attachments, and more.-Designed networked audio systems in Unity and Unreal for LBEs using Wwise, providing up to 64 discrete physical outputs that can be assigned to game objects to reproduce spatial audio effects.-Two nominations for Best VR Audio at the 2020 G.A.N.G. Awards Show. Shipped Titles:-Elixir (Magnopus, Oculus) for Oculus Quest.-Call of Duty Mobile (Tencent) seasonal weapons content for iOS and Android devices. -The Key (Lucid Dreams Productions, Oculus) for Oculus Rift and Quest.-DreamWorks Dragons: Flight Academy (Dreamscape) for exclusive Dreamscape distribution.-Elixir (Magnopus, Oculus) Oculus Connect 6 demo for Oculus Quest. No distribution. -The Key (Lucid Dreams Productions, Oculus) Festival versions for Oculus Rift and Quest. No distribution. -How To Train Your Dragon: The Hidden World Tour (DreamWorks, Spatialand) for HP Reverb and Positron Chair. No distribution.
Contributing Writer
The Game Music Handbook: A Practical Guide to Crafting an Unforgettable Musical Soundscape.By Noah Kellman. Oxford University Press. Copyright 2020.
Audio Programmer (Contract)
Responsibilities:-Collaborated with Creative Director, UX leads, and Principal Product Manager to develop sonic identity of a VR-powered retail experiences for the world’s largest retailer. -Coordinated with Production and took ownership of pipeline including mocap session files, Creative OMFs, sound design, dialogue and music editorial, audio programming, implementation, and asset management to relieve departments formerly tasked with audio. -Produced a database of video captures for optimal sound editorial and quality control. -Provided supervision of sound effects, dialogue, and music deliverables from external vendors.-Worked with Engineering to develop portable and scalable systems in Unity C# for product browsing, shopping, decorating, environments, music, animations, UI, NPCs, voice over, and mixing.Titles TBD:-Unannounced Project (No distribution)
Audio Programmer (Contract)
Responsibilities:-Coordinated with Art and Engineering leads at Aaron Sims Creative under remote supervision from a New York based sound design agency to finish port of an immersive theater VR LBE for digital distribution platforms.-Prioritized Jira tickets, resolved critical issues, cleared task backlogs, improved existing features andworkflows, implemented new content, integrated spatial audio features, and overhauled the Wwiseproject to mitigate inherited mixing and organizational conflicts and to improve efficiency.Shipped Titles:-Chained: A Victorian Nightmare (MWM Interactive) for Valve Index, HTC Vive, and Oculus Rift.
Senior Sound Designer / Audio Lead (Contract)
Responsibilities:-Collaborated with Principal Creative Director to develop critical verbal and non-verbal sonic identity of mixed reality enterprise and military combat training holograms.-Coordinated with Production and took ownership of pipeline, direction, programming, implementation, and asset management to execute creative vision and satisfy technical requirements on a strict schedule. -Wrote, edited, directed, and produced dialogue recordings for apps and formal presentations. -Curated assets from the Microsoft MediaLab to use as source material for designing realistic hard effects such as military vehicles and weapons.-Delegated tasks and provided feedback to other team members working in-house and remotely.-Worked with Engineering teams to develop portable and scalable features in Unity C# to support multiplayer combat sim, VFX, UI, NPCs, navigation, IPD and facial recognition, and notifications.-Worked and consulted with various teams in the organization on prototyping, sound design, pipeline, asset management, programming, implementation, voice transcription, voice translation, presentation audio, and mixing for Azure and Windows Mixed Reality products. -Collaborated with Lead Sound Designer of AltspaceVR to integrate Microsoft’s proprietary Project Acoustics spatial audio plugin with Unity and deploy new asset bundles with updated soundscapes to new and existing environments. Shipped Projects:-Integrated Visual Augmentation System (IVAS) HUD 3.0 for a HoloLens 2 based prototype for the US Army (Awarded $479.2M + options). No distribution. -AltspaceVR events and asset bundles, Reggie Watts Experience, Rooftop, Pirate’s Cove, Winter Campfire, and more on Windows for HTC Vive, Oculus Rift, Windows Mixed Reality, Desktop, and Oculus Go.-AltspaceVR Plugins, added Project Acoustics plugin for wave-based simulations on all Windows platforms-Project Acoustics Unity Integration (as tester and design consultant).
Speaker
SPEAKERS: Kedar Shashidhar (Magic Leap) and Robert Rice (Microsoft)TITLE: Perception, Localization, and Presence: A holistic approach to audio in XRSUMMARY:Whether we are voicing characters, animating objects, or simply trying to direct the user’s attention, it is critical to understand how both creative and technical decisions will affect multiple modalities of perception and the user experience. Great audio may stand on its own, but great experiences in new realities utilize crossmodal cues to create an undeniable sense of presence and immersion by playing with our innate multisensory processing. This pairing of modalities is imperative in helping users gain a greater sense of externalization and presence within the audio created. This talk will explore various manifestations of cross modal phenomenon in XR and how audio plays a key role within these relationships. In particular the talk will focus on the interplay between immersive audio against visual, haptic, and real-world stimulus. Using examples from award winning VR content and technology, Kedar Shashidhar and Robert Rice will take a deep dive into a holistic approach to audio in new realities. TAKEAWAY:The audience will takeaway an understanding of the relationship between content design for new realities and the technology required to achieve it. Additionally we will cover the integral ways that audio interacts with other modalities of perception to aid in the effectiveness of an immersive experience.
Speaker
AUTHORS: Robert Rice, Microsoft, Kedar Shashidhar, Magic LeapTITLE: The Role of Audio and Multimodal Integration for New RealitiesSUMMARY:An effective VR/AR/MR experience is dependent on content and technology to work together in harmony to suspend disbelief for the participant. These new realities demand an understanding of the connection between audio design and technologies that vary in immersiveness and deliver to variable end-user environments. On this panel, experts of interactive audio will discuss the role that immersive audio plays when interacting with multiple modalities of perception in order to create top-notch virtual and augmented reality experiences.MODERATOR: Kedar ShashidharPANELISTS: Tom Smurdon, Chanel Summers, Viktor Phoenix, Guy Whitmore, and Robert Rice
Technical Sound Designer
Responsibilities:-Collaborated with Co-managing Partners/Creative Directors to establish sonic identity for an original VR horror game based on a popular film franchise.-Coordinated with Production to take ownership of pipeline, content, programming, and implementation.-Coordinated with Engineering and QA to optimize quality and performance of audio plugins, assets, and scripting for PlayStation 4 and PC TRCs. -Curated assets from external vendors at NBC Studio Post for hard and designed sound effects libraries.. -Directed, engineered, and processed all dialogue recordings for NPCs, radios, and tapes. -Nominated Best Sound Design for an Indie Game at the 2017 G.A.N.G. Awards Show.-Developed extensive library of procedural environment and physics simulation blueprints.Shipped Titles:-Paranormal Activity: The Lost Soul (Paramount) on Windows for HTC Vive, Oculus Rift, and Desktop and on PlayStation Store for PS4 and PSVR.-Paranormal Activity: Virtual Reality Game (Paramount) on Windows for IMAX VR. -Paranormal Activity: Virtual Reality Game demos (Paramount) on Windows for HTC Vive and Oculus RiftTitles TBD:-[Untitled] Mission: Impossible (Paramount) location based virtual reality game for Nomadic
Speaker
The Demonic Sound of "Paranormal Activity: The Lost Soul" (Audio Track)http://schedule.gdconf.com/session/the-demonic-sound-of-paranormal-activity-the-lost-soul/852424Summary: In this session, VRWERX Technical Sound Designer, Robert Rice, dives deep into the audio design features and challenges of the multiplatform virtual reality horror game, 'Paranormal Activity: The Lost Soul'. Renowned for its haunting atmospheres and detailed environments, Rice will take you behind the scenes to demonstrate his process from concept to finish. Special topics include procedural scripting, physics simulation, and multiplatform optimization techniques.Takeaway: Attendees of all skill levels will takeaway cutting edge audio design concepts and techniques used in a major multiplatform virtual reality game.Intended for developers and/or audio professionals of all skill levels who want to learn about the process of creating outstanding audio for a virtual reality game. Special topics covered may require intermediate to advanced understanding of game logic and or scripting, but will be supported with examples that are friendly and engaging to beginners.
Contributing Writer
Contributed writing on the subject of VR game audio for:"New Realities in Audio: A Practical Guide for VR, AR, MR, and 360 Video"By Stephan Schütze and Anna Irwin-SchützeCRC PressCopyright 2018 by Taylor & Francis Group, LLChttps://www.crcpress.com/New-Realities-in-Audio-A-Practical-Guide-for-VR-AR-MR-and-360-Video/Schutze-Irwin-Schutze/p/book/9781138740815
Speaker
Embrace the Darkness: The Sound of "Paranormal Activity: The Lost Soul" (AR/MR/VR Track)http://www.gamesoundcon.comSummary: VRWERX Technical Sound Designer, Robert Rice, discusses key audio features from the top selling PS4 and PC virtual reality horror game, "Paranormal Activity: The Lost Soul." The lecture is focused heavily on the sound design technology developed specifically to enhance the first person role-playing experience for virtual reality gamers. Pre-recorded media will demonstrate how the audio directly impacts gameplay and player immersion.Takeaway - Attendees of all disciplines will takeaway powerful insight into technical design and optimization from a proven successful multi-platform virtual reality game.
Technical Sound Designer (Contract)
Responsibilities:-Worked with Creative Director on additional audio design, sound effects editing, dialogue editing, music re-recording, asset management, programming, implementation, and mixing in Unity for an educational VR space exploration experience. -Lead audio scripting and implementation with Unity 5-Coordinated with contract sound designers at Source Sound, Inc to manage and implement audio deliveries-Recorded, designed, edited, and implemented additional 3D sounds requested by development team-Edited and re-recorded music score to accommodate scene timing changes and loading screens-Wrote real time sound effects playback systems with C# for effects, environments, and UI-Managed audio assets and implementation with Plastic SCM source controlShipped Titles:-Buzz Aldrin: Cycling Pathways to Mars (Time and LifeVR) on Windows for HTC Vive and Oculus Rift. https://8i.com/http://www.sourcesound.com/
Technical Sound Designer (Contract)
Responsibilities:-Worked with Lead Developer on audio design, programming, and implementation in Unreal for Alzheimer’s medical research experiment. -Lead audio design and implementation in UE4-Designed and implemented scientifically accurate audio effects per client specifications-Wrote real time sound effects playback system with Unreal BlueprintsShipped: -Cognito VR on Windows for HTC Vive. No distribution.
Technical Sound Designer (Contract)
Responsibilities:-Worked with Lead Developer on audio design, programming, and implementation in Unity for an interactive VR arcade simulator for Chevron and John Deere. -Audio design, implementation, and mix with Unity 5.-Sourced, recorded, and edited audio for player sounds, environments, special effects, animations, and UI-Coordinated feedback sessions with the Development Team to enhance the experience based on client requests-Wrote interactive and linear scripted sound effects playback systems with C#Shipped Titles:-Chevron Oil Pilot Experience (Chevron and John Deere) on Windows for HTC Vive and custom simulation chair. No distribution.
Technical Sound Designer (Contract)
Responsibilities:-Lead audio design, implementation, and mix for an indie VR game made in Unity 5.-Sourced, recorded, and edited audio for player sounds, environments, special effects, and animations.-Wrote interactive sound effects playback systems with C#.-Exhibited work at Tokyo Game Show 2016
Audio Director (Contract)
Responsibilities:-Worked with Creative Director on sonic identity, audio design, dialogue editing, audio programming, scripting, and implementation in Unity for a virtual reality game. -Lead audio design and implementation with Unity during alpha development-Sourced, recorded, and edited audio for player sounds, dialogue, environments, special effects, physics, animations, and more-Wrote adaptive music and advanced effects playback systems with Unity C#-Lead audio asset management with SVN source control, Microsoft Excel technical documentation, and game capturesShipped Titles:-Pixel Ripped: 1989 demo (Pixel Ripped) on Windows for HTC Vive, Oculus Rift, WMR, and PSVR. No distribution.-Pixel Ripped: 1989 (Arvore Immersive) on Windows for HTC Vive, Oculus Rift, WMR, and on PlayStation Store for PSVR. [Credited as Sound Designer for assets and features ported from the demo]http://www.pixelripped.com/
Audio Director (Contract)
Responsibilities:-Worked with Animation Director at LA Film School on sonic identity, sound design, dialogue recording, dialogue editing, audio programming, and implementation in Unreal for an educational demo for the Game Development Program.
Technical Sound Designer (Contract)
Audio design, editing, programming, and implementation for Lone Wolf, an arcade style beat-em-up in development for console and PC.
Technical Sound Designer (Contract)
Responsibilities:-Worked with Lead Developer on additional audio design, dialogue editing, sound editing, programming, and implementation in Unity and Unreal for interactive virtual reality content.Shipped Titles:-Across the Line on Windows for HTC Vive and Oculus Rift, and Android for GearVR.-Kiya on Windows for HTC Vive, Oculus Rift, and Android for GearVR.-Both titles featured at Sundance Film Festival 2016.
Sound Editor (Contract)
Dialogue editing, sound track editing, logo sound design, and audio-to-video mix for promotional multimedia.
Sound Editor (Contract)
Dialogue editing, noise removal, soundtrack editing, audio-to-video mixing and mastering for two promotional videos.
Lead Sound Designer (Contract)
Responsibilities:-Worked with Executive Producer on internal prototyping, level design, spatial audio design, programming, and implementation of Unity mobile VR content.http://www.mergevr.com/
Supervising Sound Editor (Contract)
Sound design, sound editing, soundtrack editing, audio to video mixing and mastering for a 360 short film. Audio Content:Cars (interior / exterior), drones, traffic ambience, special effects, and cinematic logo reveal. http://www.gopositron.com/
Technical Sound Designer (Contract)
Sound design, sound editing, programming, and audio implementation, for Formula One Singapore Grand Prix, a multiplayer VR racing simulator developed for custom PhaseSpace HMD's and racing seat controllers. A featured exhibit in the 2015 VRLA Summer Expo at the Los Angeles Convention Center.http://www.virtualrealityla.com/expo/http://www.emblematicgroup.com/#/formula-one-experience/
Technical Sound Designer (Contract)
Audio design, programming, audio implementation, animation programming, asset management, game design, and concept development for Dandelion, a family genre mobile virtual reality experience for Android/Samsung GEARA featured exhibit at the 2015 Topanga Film Festival VR Lounge.http://www.topangafilminstitute.com/slideshow/An official submission in the Oculus Mobile VR Jam 2015:http://vrjam.challengepost.com/submissions/36441-dandelion
Technical Sound Designer (Contract)
Audio design, editing, programming, implementation, and asset management for Cytopia, a science fictional virtual reality game in development for Oculus Rift.http://www.newdimensionvr.com/A featured exhibit at the Silicon Valley Virtual Reality Expo 2015.http://svvr.com/
Lead Programmer & Game Designer
Concept development, production, game design, programming, UI design, and UX design for educational mobile content.
Sound Designer & Sound Editor (Contract)
Sound design, sound editing, dialogue editing, Foley, audio-to-video mixing and mastering for an international promo video.
Qa - Tester (Contract)
Conducted troubleshooting and bug reports for text, UI, events, and gameplay for a mobile tank shooter game imported from China.Title: Death GearTesting Platform: iPhone 5C and iPad 2.Available to download for free on the iTunes App Store:https://itunes.apple.com/us/app/death-gear/id928926707?mt=8Please report bugs to DeathGearUserMail@gmail.com
Production Sound Mixer (Contract)
Production Sound Mixer for an upcoming thriller, "Dead of Winter" (2015)Directed by Jan Johnson GoldbergerWritten by Robert Dorian http://www.imdb.com/title/tt4218670/?ref_=fn_al_tt_5
Qa - English Localization Editor (Contract)
Editing and consulting for English translations of UI, levels, weapons, and abilities for an mobile tank shooter game imported from China. Title: Death GearAvailable to download for free on the iTunes App Store:https://itunes.apple.com/us/app/death-gear/id928926707?mt=8
Sound Designer (Contract)
Sound effects recording and editing, soundtrack editing, dialogue editing, audio-to-video mixing and mastering for a promotional trailer
Sound Editor (Contract)
Audio post production for event recordings and online multimedia
Sound Editor (Contract)
Audio post production for event recordings and online multimedia
Sound Editor (Contract)
Audio post production for a promotional documentary short film. Dialogue editing, soundtrack editing, audio-to-video mixing and mastering.
Production Assistant: Audio Playback
Audio playback, boom operator, and other production labor for a Red Bull Music video shoot.
Experimental Live Performer
Live performance of experimental music, exotic modular sound design, and video art.Music released on Gravitas Recordings, Team Supreme, and Top Cats Records.150+ performances with world class talent such as Bonobo, Pretty Lights, Ott, Tokimonsta, and more.Honed craft as a breakthrough live electronics act featured regularly at the legendary Charleston Pour House in South Carolina.
Experimental Live Performer
Experimental music production and live performance. Developed expertise in Digital Audio Workstations such as Ableton Live, Reason, and Pro Tools, modular analog synthesis, DSP synthesis, building block DSP and instrument modeling software such as Max-for-Live, Kontakt, and Reaktor, instrument and effects plugins by Native Instruments, IZotope, Waves, AstoundSound, and more, microphone placement for vocals, acoustic, and amplified instruments, recording, engineering, event planning, mixing, mastering, MIDI performance, live sound, and many basic front-of-house live production duties and responsibilities i.e. excellent time management, proper handling of equipment, and accommodations for other talent
Colleagues at Infinity Ward
Other employees you can reach at infinityward.com. View company contacts for 651 employees →
Enrique Martinez
Colleague at Infinity WardMéxico, Mexico
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Nathan Silvers
Colleague at Infinity WardPortland, Oregon, United States
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Natalie Robinson
Colleague at Infinity WardAtlanta Metropolitan Area, United States
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Olivia Young
Colleague at Infinity WardNew York City Metropolitan Area, United States
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Matthew Hazara Davis
Colleague at Infinity WardBurbank, California, United States
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Jorge Martinez "Jj"
Colleague at Infinity WardBoca Raton, Florida, United States
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Tilahun Biru
Colleague at Infinity WardAdis Zemen, Amhara Region, Ethiopia
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Ayaan Shaikh
Colleague at Infinity WardMumbai, Maharashtra, India
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Nikki Hilton
Colleague at Infinity WardDarien, Illinois, United States
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Jennifer Lim
Colleague at Infinity WardAustin, Texas, United States
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Robert Rice education
B.S. International Business, Japanese Studies
Diploma
Frequently asked questions about Robert Rice
Quick answers generated from the profile data available on this page.
What company does Robert Rice work for?
Robert Rice works for Infinity Ward.
What is Robert Rice's role at Infinity Ward?
Robert Rice is listed as Audio Design & Programming | Leader in XR, Games, & Enterprise Tech. at Infinity Ward.
What is Robert Rice's email address?
AeroLeads has found 1 work email signal at @infinityward.com for Robert Rice at Infinity Ward.
What is Robert Rice's phone number?
AeroLeads has found 1 phone signal(s) with area code 818 for Robert Rice at Infinity Ward.
Where is Robert Rice based?
Robert Rice is based in Los Angeles, California, United States while working with Infinity Ward.
What companies has Robert Rice worked for?
Robert Rice has worked for Infinity Ward, Survios, Source Sound, Inc., Noah Kellman, and Insperience.
Who are Robert Rice's colleagues at Infinity Ward?
Robert Rice's colleagues at Infinity Ward include Enrique Martinez, Nathan Silvers, Natalie Robinson, Olivia Young, and Matthew Hazara Davis.
How can I contact Robert Rice?
You can use AeroLeads to view verified contact signals for Robert Rice at Infinity Ward, including work email, phone, and LinkedIn data when available.
What schools did Robert Rice attend?
Robert Rice holds B.S. International Business, Japanese Studies from College Of Charleston.
What skills is Robert Rice known for?
Robert Rice is listed with skills including Sound Design, Audio Post Production, Audio Engineering, Video, Game Development, Final Cut Pro, Event Management, and Mastering.
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