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Tim Welch Email & Phone Number

Technical Director at Riveting Realms Entertainment
Location: Phoenix, Arizona, United States 8 work roles 1 school
1 work email found @crypticstudios.com LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 86%

Contact Signals · 1 work email

Work email t****@crypticstudios.com
LinkedIn Profile matched
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Current company
Riveting Realms Entertainment
Role
Technical Director
Location
Phoenix, Arizona, United States

Who is Tim Welch? Overview

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Quick answer

Tim Welch is listed as Technical Director at Riveting Realms Entertainment, based in Phoenix, Arizona, United States. AeroLeads shows a work email signal at crypticstudios.com and a matched LinkedIn profile for Tim Welch.

Tim Welch previously worked as Technical Director at Cryptic Studios and Technical Director at Tlm Partners, Inc.. Tim Welch holds Game Design & Development from Full Sail University.

Company email context

Email format at Riveting Realms Entertainment

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{first_initial}{last}@crypticstudios.com
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AeroLeads found 1 current-domain work email signal for Tim Welch. Compare company email patterns before reaching out.

Profile bio

About Tim Welch

* 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

Current workplace

Tim Welch's current company

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Riveting Realms Entertainment
Riveting Realms Entertainment
Technical Director
Phoenix, AZ, US
8 roles

Tim Welch work experience

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

Technical Director

Riveting Realms Entertainment

Phoenix, Az, Us

Technical Director

Los 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

Nov 2021 - Nov 2023

Technical Director

Reno, 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

May 2020 - Nov 2021

Technical Director

Los 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

Dec 2019 - May 2020

Lead Software Engineer

Respawn Entertainment

Led 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.

Sep 2016 - Dec 2019

Programmer

Frisco, 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

May 2009 - Apr 2016

Software Engineer

Timegate Studios

* 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.

Sep 2008 - Apr 2009

Programmer

Carlsbad, 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.

May 2006 - Sep 2008
1 education record

Tim Welch education

  • Full Sail University
    Full Sail University
    Game Design & Development
FAQ

Frequently asked questions about Tim Welch

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

What company does Tim Welch work for?

Tim Welch works for Riveting Realms Entertainment.

What is Tim Welch's role at Riveting Realms Entertainment?

Tim Welch is listed as Technical Director at Riveting Realms Entertainment.

What is Tim Welch's email address?

AeroLeads has found 1 work email signal at @crypticstudios.com for Tim Welch at Riveting Realms Entertainment.

Where is Tim Welch based?

Tim Welch is based in Phoenix, Arizona, United States while working with Riveting Realms Entertainment.

What companies has Tim Welch worked for?

Tim Welch has worked for Riveting Realms Entertainment, Cryptic Studios, Tlm Partners, Inc., Redpill Vr, and Respawn Entertainment.

How can I contact Tim Welch?

You can use AeroLeads to view verified contact signals for Tim Welch at Riveting Realms Entertainment, including work email, phone, and LinkedIn data when available.

What schools did Tim Welch attend?

Tim Welch holds Game Design & Development from Full Sail University.

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