Ted Rivera Email & Phone Number
@unbrokenstudios.com
LinkedIn matched
Who is Ted Rivera? Overview
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Ted Rivera is listed as Senior Software Engineer at Ascendant Studios, a company with 9 employees, based in Los Angeles, California, United States. AeroLeads shows a work email signal at unbrokenstudios.com and a matched LinkedIn profile for Ted Rivera.
Ted Rivera previously worked as Independent Consultant at Fuzzybot and Senior Software Engineer at Phoenix Labs. Ted Rivera holds Bachelor Of Science - Bs, Real-Time Interactive Simulation from Digipen Institute Of Technology.
Email format at Ascendant Studios
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AeroLeads found 1 current-domain work email signal for Ted Rivera. Compare company email patterns before reaching out.
About Ted Rivera
* Professional gameplay and engine programmer since 2009.* Expertise in gameplay, entity component systems, performance optimization, cross-platform development, and game physics.* Shipping experience on PC, Xbox 360, Xbox Series X/S, PS3, PS5, 3DS, and Switch.* Primarily programs in C++ with good working knowledge of various third-party libraries, middleware, APIs, scripting languages, profilers, editing tools, and engines, including Unreal Engine 4, Unreal Engine 5, and Unity.* Prefers collaborative work environments and agile development methodologies.
Listed skills include Game Development, Game Design, C++, Game Programming, and 1 others.
Ted Rivera's current company
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Ted Rivera work experience
A career timeline built from the work history available for this profile.
Independent Consultant
- Added feature support and bugfixed Steam build to assist with the early access launch
- Refactored the online services module to remove Steam dependencies for console builds
- Stood up PS5 and XSX builds to prepare for simultaneous console launch
Senior Software Engineer
- Implemented a method of tracking global simulation time across play sessions utilizing apersistence system to allow key design elements to work in terms of a simulation clock and,optionally, resumable delays
- Assessed the state of key gameplay features from a technical perspective to ascertain theengineering work required to ship them
Principal Software Engineer
- Refactored, bugfixed, and optimized various gameplay features to get them into a shippablestate
- Integrated PlayGo and Intelligent Delivery to pass Sony and Microsoft certification
- Co-wrote the standard for coding best practices and supported them with library code, asappropriate
- Mentored several junior and intermediate engineers across the company
Lead Multiplayer Engineer
- Led a small team to develop a multiplayer mode for a preexisting single-player FPS
- Refactored and reimplemented gameplay systems and actors to decouple single-player andmultiplayer gameplay, as well as utilize Unreal’s replication properly
- Architected new game mode and provided a design-facing interface to configure it
- Bugfixed custom backend services code and integrated it into new game mode and lobby
- Trained, mentored, and managed multiplayer gameplay engineers
- Worked with production to course-correct development methodology
Senior Software Engineer
- Implemented networked gameplay interactions to realize game design and iterate on it
- Implemented UI/UX designs across native code, Blueprints, and UMG to display and edit playerinventory and integrate with in-game purchases
Multiplayer Software Engineer
- Title - Halo Infinite
- Designed and implemented Lua objects to empower designers to iterate on and experiment with game mechanics
- Implemented features in areas such as scripting, gameplay interactions, asynchronous networked services, and UI to support design requirements
- Fleshed out a single-player mode prototype to make it a shippable coop experience
- Wrote validation tests for content and code to improve and maintain build stability
Independent Contractor
- Title - Punch Club (Nintendo 3DS)
- Implemented a data-driven, data-oriented, component-based entity system to promote both fast iteration time and cache-friendly code and data layouts on Nintendo 3DS hardware.
- Put together a reusable game framework based on Engine Black to quickly provide the team with a basis for the port from Unity/C# to C++.
- Wrote a C# tool to convert from Unity’s YAML format to a simpler custom JSON format.
- Debugged, profiled, and optimized code after the move from C# to keep builds stable and scene transition times minimal.
Gameplay Programmer
- Title - Guild Wars 2
- Implemented lightweight server-side movement validation to improve cheat report reliability and guide full physics validation toward suspicious clients.
- In response to designer requests, added features in many areas, such as physics-based player movement, combat systems, skills, scripting, and UI.
- As a member of the platform team, improved designer workflow and chipped away at technical debt in the codebase.
Lead Engine And Gameplay Programmer
- Title - Regular Show: Mordecai and Rigby in 8-bit Land
- Designed and implemented data-driven, component-based entity system to provide the flexibility required to quickly tweak and iterate on gameplay.
- Designed and implemented event system to enable loosely-coupled inter-component and inter-entity communication.
- Wrote a simple 2D physics layer to interface with middleware tile-based physics tests, as well as perform entity vs. entity collision detection and resolution.
- Programmed various gameplay logic systems to meet feature requests.
- Profiled, optimized, debugged, and fixed code to comply with quality requirements.
Generalist Programmer
- Title - Project Spark
- Integrated an existing localization library into the engine and tools pipeline, expanded upon it to support dynamic string table creation and modification for in-game editors
- Wrote additional tools to manage language configurations, as well as propagation and versioning of changes to table entries and compilation of tables.
- Designed user-generated content formats based on server requirements and game design goals, and refactored client code into scalable, maintainable objects.
- Implemented a resource management layer to communicate content restrictions to game clients and generate metadata.
Programmer/Designer
- Title - Portal 2
- Implemented gameplay mechanics from Tag: The Power of Paint in the Source engine to realize their potential in a professional product.
- Iterated on Portal 2’s mechanics, driven by playtester feedback and with a focus on adapting the Tag mechanics to the Portal 2 universe.
- Programmed sound engine features, optimized use of sound channels, and established a strong feedback loop with audio designers to ensure ambitious sound design was fully realized and shippable on all platforms.
- Provided debugging and feature support for animators to integrate and tune the appearance of new visual effects, animations, and other assets.
- Analyzed low-end PC/Mac performance to better direct optimization efforts.
Physics & Game Logic Programmer/Designer
- Title - Tag: The Power of Paint
- Winner of the Best Student Game award at the 2009 Independent Games Festival
- Designed and implemented a 3D, impulse-based physics engine, with static kd-treebroad phase for fast ray casting, sweep and prune to promote speed and flexibility fordynamic objects, and GJK hybrid narrow phase for.
- Wrote an AI engine, based on simple, modular behaviors encapsulated in generic finitestate machines.
- Engineered component-based entities, used to create data-driven game objects.
- Programmed game logic with a focus on physics-based game mechanics.
Colleagues at Ascendant Studios
Other employees you can reach at ascendantstudios.com. View company contacts for 9 employees →
David Wright
Colleague at Ascendant Studios
San Francisco, California, United States, United States
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NZ
Noah Zilberberg
Colleague at Ascendant Studios
San Francisco Bay Area, United States
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TG
Tessachka G.
Colleague at Ascendant Studios
Raleigh, North Carolina, United States, United States
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Ted Rivera education
Bachelor Of Science - Bs, Real-Time Interactive Simulation
Computer Science
Frequently asked questions about Ted Rivera
Quick answers generated from the profile data available on this page.
What company does Ted Rivera work for?
Ted Rivera works for Ascendant Studios.
What is Ted Rivera's role at Ascendant Studios?
Ted Rivera is listed as Senior Software Engineer at Ascendant Studios.
What is Ted Rivera's email address?
AeroLeads has found 1 work email signal at @unbrokenstudios.com for Ted Rivera at Ascendant Studios.
Where is Ted Rivera based?
Ted Rivera is based in Los Angeles, California, United States while working with Ascendant Studios.
What companies has Ted Rivera worked for?
Ted Rivera has worked for Ascendant Studios, Fuzzybot, Phoenix Labs, Unbroken Studios, and 343 Industries.
Who are Ted Rivera's colleagues at Ascendant Studios?
Ted Rivera's colleagues at Ascendant Studios include David Wright, Noah Zilberberg, and Tessachka G..
How can I contact Ted Rivera?
You can use AeroLeads to view verified contact signals for Ted Rivera at Ascendant Studios, including work email, phone, and LinkedIn data when available.
What schools did Ted Rivera attend?
Ted Rivera holds Bachelor Of Science - Bs, Real-Time Interactive Simulation from Digipen Institute Of Technology.
What skills is Ted Rivera known for?
Ted Rivera is listed with skills including Game Development, Game Design, C++, Game Programming, and Video Games.
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