Tim Welch work email
- Valid
- Valid
Tim Welch personal email
- Valid
* Over 18 years of experience engineering AAA games with the Unreal Engine* Excellent critical problem solving, listening, collaborating, mentoring, and leadership skills* Contributed to shipping a variety of highly-successful titles, including: Borderlands 2, Star Wars Jedi: Fallen Order, and Back 4 Blood
Riveting Realms Entertainment
-
Technical DirectorRiveting Realms EntertainmentPhoenix, Az, Us
-
Technical DirectorCryptic Studios Nov 2021 - Nov 2023Los Gatos, Ca, Us* Responsible for facilitating the studio transition to Unreal for future project development* Trained the development staff on best practices with Unreal* Set up and directed maintenance of infrastructure, including Perforce implementation, and build infrastructure using Jenkins* Participated in interview panels and made hiring recommendations* Leadership-related responsibilities/activities including 1 on 1s, mentoring, training, and career development* Developed technical plans as needed to meet various game requirements, and guided engineers on their implementation* Performed hands-on engineering work as time permitted, such as engine and other middleware version integrations, Perforce server administration, and some game systems-level work, including authoring systems for 3rd person cameras and interactable objects -
Technical DirectorTlm Partners, Inc. May 2020 - Nov 2021Reno, Nv, Us* Participated in engineering staff planning, conducted interviews, and made hiring recommendations, while growing the engineering team from an initial headcount of a few engineers to a total of more than 50* Performed work-for-hire and internal project evaluation, work/staff planning, and ramp-up* Made significant contributions to initial company-wide online infrastructure planning and implementation, including Perforce and VPN setup in the cloud* Performed a variety of tasks related to engineering team leadership, including 1 on 1s, code reviews, mentoring, training, and guidance* Consulted with work-for-hire clients on best practices covering a variety of problem areas and project phases* Performed hands-on engineering work as needed -
Technical DirectorRedpill Vr Dec 2019 - May 2020Los Angeles, California, Us* Managed platform engineering team for RPVR LA studio, with responsibilities including task/bug assignment, code reviews, 1-on-1s, providing mentorship and advice, conflict resolution, and hands-on assistance solving various code issues as needed* Maintained lines of communication for varied engineering team comprised of onsite and remote company employees, full and part-time contractors, and external development partners, while coordinating with fellow technical leadership at RPVR sister studio in Canada* Created technical plans for various key platform elements/features, including requirements gathering from various stakeholders, time estimates, risks identification and potential mitigation strategies* Performed various support tasks including new developer onboarding/setup, automated packaged build setup and ongoing maintenance including tracking and fixing build errors, investigated and resolved Perforce server configuration issues, made recommendations for hardware/software/tools and internal process improvements -
Lead Software EngineerRespawn Entertainment Sep 2016 - Dec 2019Led a small team of software engineers on Jedi: Fallen Order, while also making significant direct contributions, including the level loading system supporting 200+ sublevels per world with no loading screens, the game camera system, the build system, custom mergeable text-based serialization for data assets, and in-development and live game telemetry systems.
-
ProgrammerGearbox Software May 2009 - Apr 2016Frisco, Texas, Us* End-to-end AI navigation - custom game-optimized, precise navigation mesh system, including pathfinding, path-following, and inexpensive navmesh-based physics, with multithreaded CSG-based build-time autogeneration from extracted source collision polys. Integrated into 3 titles so far; the first to ship commercially being Borderlands II.* Networked systems optimization - Refactored/rewrote some core gameplay systems (ex. cover) to make them more network-friendly.* General gameplay programming/support -
Software EngineerTimegate Studios Sep 2008 - Apr 2009* AI Navigation - Created a deterministic curve-based pathing system for non-combat AI to reduce network bandwidth. Worked on AI bot path following and obstacle avoidance systems.* Various networked gameplay system fixes and improvements.
-
ProgrammerHigh Moon Studios May 2006 - Sep 2008Carlsbad, Ca, Us* Worked with the cinematics department, and lead the effort on the programming side to build out a suite of camera systems and tools needed for cinematic 3rd-person action games, including the shipped title, Robert Ludlum's The Bourne Conspiracy.* General gameplay programming - AI character creation, physics including vehicles and ragdoll tuning, weapon systems and related code such as aim assist, networked gameplay systems, shader modifications, etc.
Tim Welch Education Details
-
Full Sail UniversityGame Design & Development
Frequently Asked Questions about Tim Welch
What company does Tim Welch work for?
Tim Welch works for Riveting Realms Entertainment
What is Tim Welch's role at the current company?
Tim Welch's current role is Technical Director.
What is Tim Welch's email address?
Tim Welch's email address is on****@****ail.com
What schools did Tim Welch attend?
Tim Welch attended Full Sail University.
Free Chrome Extension
Find emails, phones & company data instantly
Aero Online
Your AI prospecting assistant
Select data to include:
0 records × $0.02 per record
Download 750 million emails and 100 million phone numbers
Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.
Start your free trial