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Ryan Trowbridge Email & Phone Number

Tech Art Director @ Respawn at Respawn Entertainment
Location: United States 9 work roles 1 school
1 work email found @initiative.com LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

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Current company
Role
Tech Art Director @ Respawn
Location
United States

Who is Ryan Trowbridge? Overview

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Quick answer

Ryan Trowbridge is listed as Tech Art Director @ Respawn at Respawn Entertainment, based in United States. AeroLeads shows a work email signal at initiative.com and a matched LinkedIn profile for Ryan Trowbridge.

Ryan Trowbridge previously worked as Tech Art Director at Respawn Entertainment and Studio Tech Art Director at Freelance. Ryan Trowbridge holds 1 Year, Computer Graphics from Digipen Institute Of Technology.

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Email format at Respawn Entertainment

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{first}.{last}@initiative.com
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Profile bio

About Ryan Trowbridge

I have managed large tech art teams that span the entire range of technical crafts. I have worked side by side with art, design, and engineer directors to develop several top selling AAA titles. I have been working in the game industry since 2000. During that time I have directed the development of game art pipelines that include asset creation, character pipeline, production toolsets, shaders, VFX, and environment pipelines.

Listed skills include Maya, Animation, Character Animation, Mel, and 10 others.

Current workplace

Ryan Trowbridge's current company

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Respawn Entertainment
Respawn Entertainment
Tech Art Director @ Respawn
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9 roles

Ryan Trowbridge work experience

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

Studio Tech Art Director

Freelance
Feb 2023 - May 2023

Studio Tech Art Director

Redmond, Wa, Us

Managed all of the tech artist roles at 343 Industries. Around 25+ people within my organization. This included the character, environment, pipeline, vfx, and lighting tech artist roles.

Jun 2022 - Jan 2023

Principal Software Engineer

Redmond, Wa, Us

• Focused on art pipeline tools: ► Built out plan to move Maya 2017 to Maya 2022 ► Recompiled C++ plugins and fixed errors to for Maya 2022 API ► Worked through converting many tools that had QT or Maya command/API changes

Jun 2021 - Jun 2022

Tech Art Director

Santa Monica, California, Us

Perfect DarkJoined the studio before any work on the art pipeline had been started. Oversaw the vision, hiring, and supervision of the art pipeline. Hiring manager for VFX Lead, Shader Lead, Character TD, and Pipeline TD.• Worked closely with animation, art, and environment directors on pipeline needs• Worked with head of production on building team within budget• Integrated art team into custom Maya tool set• Sourced and directed external studios for technical content creation: ► Setup contracts with studios in external countries ► Work included scanning, rigging, and plugins for Maya and Unreal• Wrote / setup several MVP Maya pipelines: ► Defined initial coding guidelines ► Maya thin client utilizing perforce ► Custom Maya launcher ► Asset referencing tool for characters /props ► Wrote animation picker using Pyside2 QGraphicsView ► Setup a basic animation library utilizing Studio Library ► Setup shared Maya shelves via perforce ► MVP RBF plugin utilizing Maya API for characters rigs ► Paint Smooth skinning Maya plugin utilizing API ► Built many library functions for Maya / Perforce / Unreal• Directed work on character and environemnt master shaders: ► Guided work on lookdev for characters and environments to build master shaders• Directed work on environment pipeline: ► Tools for consistent exporting environment assets to Unreal ► Tools for interop between Maya and Blender ► Libraries for managing assets with Shotgun

Jul 2019 - Jun 2021

Tech Art Director

Bend, Oregon, Us

Days GoneOversaw all of tech art for Days Gone. Managed and directed a team that reached the size of 23 toward the end of the project. I managed the following teams, the animation team, character tech art team, environment tech art team, shader team, VFX team, and lighting team.• Worked with our internal Sony studio VASG on face pipelines: ► Integrated several tools my team and I had written at Naughtydog into our workflows at Sony Bend. ► Tools for building our face rigging ► Tools for working with our animation pipeline• Improved and finished the blueprints for the in game UI weapon crafting system: ► We had some last minute all hands on deck neeeds, so I helped with this area toward the end of the game.• Extensively tested the game for performance at the end of the game: ► Worked with engineers to improve in game debug interfaces for testing ► Directed artists at areas that could be improved for performance

Jun 2015 - Jul 2019

Lead Character Td

Santa Monica, Ca, Us

Uncharted 4: A Thief's End► Managed interviewing, training, scheduling TDs► Designed and programmed tools for a new facial system► Worked with programmers to R&D new pipeline for how our game handled joints► Rigged and skinned high resolution cinematic characters► Designed pose space tool for setting up shoulders and neck poses ► Wrote new channelbox in Maya to allow more efficient animation and rigging workflows► Wrote and maintained various animation, rigging, and designer toolsThe Last of Us► Worked on tool for exporting models to game for character modelers► Rigged and skinned a few early prototype characters► Wrote and maintained various animation, rigging, and designer toolsUncharted 3: Drakes Deception► Managed interviewing, training, scheduling TDs► Rigged faces and characters for cinematics► Rigged and skinned high resolution horse► Created Maya tools for animation, cinematic, design, and environment departments► Created tool to streamline auto rigging and publishing simple game assets► Worked with programmers to R&D cloth pipeline► Setup dynamic cloth assets to be used in game► Setup parts pipeline for user customized multiplayer charactersUncharted 2: Among Thieves► Rigged and skinned high resolution cinematic characters► Set-up NPC part system and skinned and rigged all enemy characters► Rigged and skinned various in game objects► Re-wrote the prop-management pipeline based on production used in Uncharted 1► Created tools for automatically setting up dynamics for game and cinematics► Created tools to help with rigging and fixing charactersUncharted: Drakes Fortune► Rigged and skinned high resolution cinematic characters► Rigged and skinned all in-game enemies ► Rigged and skinned various in game props ► Created scripts and tools for animators ► Created scripts to help with current rigging pipeline ► Created script to transfer magpie audio files to in game face rigs

Aug 2006 - Jun 2015

Technical Artist And Lead Animator

Eugene, Oregon, Us

Godzilla: Unleashed ( Wii ) 2006 - 2006Managed three artists to create Godzilla: Unleashed proof of concept pitchCreated characters rigs and part of the animations for the pitchCreated character rigs and animations for the game after production startedDeath Jr. and the Science Fair of Doom ( DS ) 2006-2006Managed two artists to create character models and animations for Backbone VancouverCollaborated with Backbone to ensure consistent art styleManaged asset lists for artists to work fromCreated character rigs, scripts, animations, and character modelsGauntlet ( DS ) 2006 - 2006Managed three artists to create objects, characters, animation and levels for Backbone Emeryville.Coordinated with art director to create task list and assign themCreated a character rigXbox 360 Boot Screen 2005 - 2005Created animation for Xbox 360 boot screen based on reference videoRampage ( PS2, Gamecube, Wii ) 2005 – 2006Managed two artists to create 1,500 character animationsCreated animation asset lists and tracked their statusCreated face animation system rigging and scripts.Managed 28 outsourced character modelsCreated 30 character rigs including various scripts for animatorsCreated scripted tool for exporting poses and animationsGodzilla: Save the Earth (PS2, X-Box) 2002 – 2004Modeled, textured, and skinned 16 character models. Created high and low LOD models for PS2 and XboxCreated Character Studio based character rigs & animationsGodzilla: Destroy All Monsters ( X-Box, Gamecube ) 2000 – 2002Modeled, textured, and skinned 10 character models Created Character Studio based character rigsWorked as the sole animator for six months and set the groundwork for our animation system of around 200 animations per character

Jul 2000 - Jul 2006

Animator / Environment Artist

Eugene, Oregon, Us

-Outsourced from Pipeworks Software to work on site-Worked on animation, environment art, and scripted tools for Maya

Jul 2004 - Jan 2005
1 education record

Ryan Trowbridge education

  • Digipen Institute Of Technology
    Digipen Institute Of Technology
    Computer Graphics
FAQ

Frequently asked questions about Ryan Trowbridge

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

What company does Ryan Trowbridge work for?

Ryan Trowbridge works for Respawn Entertainment.

What is Ryan Trowbridge's role at Respawn Entertainment?

Ryan Trowbridge is listed as Tech Art Director @ Respawn at Respawn Entertainment.

What is Ryan Trowbridge's email address?

AeroLeads has found 1 work email signal at @initiative.com for Ryan Trowbridge at Respawn Entertainment.

Where is Ryan Trowbridge based?

Ryan Trowbridge is based in United States while working with Respawn Entertainment.

What companies has Ryan Trowbridge worked for?

Ryan Trowbridge has worked for Respawn Entertainment, Freelance, 343 Industries, The Initiative, and Bend Studio.

How can I contact Ryan Trowbridge?

You can use AeroLeads to view verified contact signals for Ryan Trowbridge at Respawn Entertainment, including work email, phone, and LinkedIn data when available.

What schools did Ryan Trowbridge attend?

Ryan Trowbridge holds 1 Year, Computer Graphics from Digipen Institute Of Technology.

What skills is Ryan Trowbridge known for?

Ryan Trowbridge is listed with skills including Maya, Animation, Character Animation, Mel, Game Development, Cinematics, 3D Studio Max, and Rigging.

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