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Ryan Woods Email & Phone Number

Principal Engine Programmer at Rockstar Games at Rockstar Games
Location: United States 6 work roles 1 school
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Principal Engine Programmer at Rockstar Games
Location
United States
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Ryan Woods is listed as Principal Engine Programmer at Rockstar Games at Rockstar Games, a with 3570 employees, based in United States. AeroLeads shows a matched LinkedIn profile for Ryan Woods.

Ryan Woods previously worked as Principal Engine Programmer at Rockstar Games and Lead Engine Programmer at Insomniac Games. Ryan Woods holds Master'S Degree, Computer Science from Fordham University.

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Rockstar Games

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Ryan Woods is a Principal Engine Programmer at Rockstar Games at Rockstar Games.

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Rockstar Games
Rockstar Games
Principal Engine Programmer at Rockstar Games
new york, new york, united states
Employees
3570
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6 roles

Ryan Woods work experience

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Principal Engine Programmer

Current

San Diego, California, United States

Led a team through the design and development, of rendering, physics, AI, and memory management to support big open world environments and complex simulations.Assisted with the optimization and performance profiling and efforts, which includes high performance standards for real time rendering and processing across next-gen platforms.Spearheaded the integration of cutting-edge technologies, such as advanced lighting and memory techniques into the engine pipeline to push technical boundaries and game development/engine tooling.Projects:Grand Theft Auto VI (PS5, Xbox Series X|S)

May 2020 - Present

Lead Engine Programmer

Burbank, California, United States

Led a team of engine programmers, overseeing the development and optimization of engine systems for major titles, including AAA releases for next-gen consoles.Architected and implemented advanced rendering pipelines, and platform specific optimizations, ensuring top-tier performance and graphical fidelity.Released Titles:- Ratchet & Clank (2016)- Spider-Man (2018)

Dec 2016 - Jan 2020

Senior Engine Programmer

Burbank, California, United States

Developed core engine features, including rendering systems, physics engines, and resource management, enabling high-performance gameplay on console and PC platforms.Worked closely with art and design teams to integrate advanced visual effects, lighting, and post-processing features, enhancing the overall quality of Insomniac’s games.Optimized multi-threading and memory management techniques, improving game performance and stability across multiple platforms, including PlayStation 4, and Xbox One.

Nov 2014 - Dec 2016

Senior Engine Programmer

Irvine, California, United States

Led the core engine programming team, providing technical direction and driving the development of Obsidian's Onyx engine. Collaborated closely with external partners and publishers to ensure smooth technical transitions and adherence to platform requirements, contributing to the successful release of multiple titles.Later on helped with the early development and engine work on Tyranny, a modified version of the Unity game engine.Released Titles:- Dungeon Siege III- South Park: The Stick of Truth- Tyranny

Mar 2011 - Sep 2014

Engine Programmer

Irvine, California, United States

Collaborated with designers, artists, and gameplay teams to build and refine engine systems that supported large open world environments and RPG mechanics. Developed and maintained key engine features such as rendering pipelines, physics systems, and AI behavior, ensuring smooth integration and high performance.Implemented performance optimizations, memory management, and multi-threading techniques to improve game engine efficiency on multiple platforms. Also contributed to bug fixing and code maintenance, consistently ensuring high code quality and stability across projects.

Jan 2009 - Mar 2011

Rendering Engineer

Redwood City, California, United States

Developed and optimized real-time rendering techniques for various EA games, contributing to graphically stunning and performance efficient games. Implemented advanced shader techniques, including lighting, shadows, and post-processing effects, to enhance the overall visual quality of in-game graphics.Collaborated with artists, and other team members to integrate rendering solutions into Frostbite, ensuring seamless visual integration and smooth performance. Conducted performance profiling and optimization to improve frame rates and reduce GPU and CPU bottlenecks. Worked closely with the QA team to identify and resolve graphical issues, improving game stability and visual consistency across multiple platforms.Contributed to the early development and improvement of EA’s proprietary game engine, Frostbite. Helping shape the engine's core technology for future projects.Projects:- Battlefield Bad Company- Battlefield Bad Company 2

Oct 2007 - Jan 2009
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Colleagues at Rockstar Games

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1 education record

Ryan Woods education

FAQ

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What company does Ryan Woods work for?

Ryan Woods works for Rockstar Games.

What is Ryan Woods's role at Rockstar Games?

Ryan Woods is listed as Principal Engine Programmer at Rockstar Games at Rockstar Games.

Where is Ryan Woods based?

Ryan Woods is based in United States while working with Rockstar Games.

What companies has Ryan Woods worked for?

Ryan Woods has worked for Rockstar Games, Insomniac Games, Obsidian Entertainment, and Electronic Arts (Ea).

Who are Ryan Woods's colleagues at Rockstar Games?

Ryan Woods's colleagues at Rockstar Games include Joel Hogarth, Rocco Cambareri, Arianna Savage, Tushar Arora, and Adam Dooley.

How can I contact Ryan Woods?

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What schools did Ryan Woods attend?

Ryan Woods holds Master'S Degree, Computer Science from Fordham University.

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