Ryan Morse

Senior Gameplay Engineer at Arkane Studios
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Longwood, Florida, United States, US

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Dave Scheele

Ryan tackles problems head on and creates insightful and efficient solutions. He excels at working collaboratively with team members to provide the right solution for each stakeholder involved. He does a great job of asking questions and going wide to find answers and fully understand a task's requirements and implications, which makes him very good at handling cross-functional and cross-pod dependencies. There is careful consideration taken into each element of the features he develops. Battlefield Mobile benefited from his inquisitiveness and dedication, and any studio would do well to add Ryan to their team.

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Experience

    • France
    • Computer Games
    • 200 - 300 Employee
    • Senior Gameplay Engineer
      • Apr 2023 - Present
    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Sr. Fullstack Engineer
      • Dec 2021 - Mar 2023

      Battlefield Mobile at Industrial Toys, where I provided full-stack development for our Unreal title. - Designed, built, and maintained full-stack solutions to support live-services needs. - Extended microservices architecture using Java, spring boot, redis, gRPC and protobufs. - Features owned include contention-free Mailbox system, award-granting service, and data-driven data filtering used by many features. - Responsible for unit-testing, load-testing, and tool-building with… Show more Battlefield Mobile at Industrial Toys, where I provided full-stack development for our Unreal title. - Designed, built, and maintained full-stack solutions to support live-services needs. - Extended microservices architecture using Java, spring boot, redis, gRPC and protobufs. - Features owned include contention-free Mailbox system, award-granting service, and data-driven data filtering used by many features. - Responsible for unit-testing, load-testing, and tool-building with TypeScript and material-ui.

    • Sr. Gameplay/Fullstack Engineer
      • Apr 2020 - Dec 2021

      Provided full-stack development on mobile F2P title built in Unity: - Entirely created and owned major features such as daily tournaments, trophy seasons, server performance tracking (Amazon XRay), shop and purchasing, and gacha tech! - Multiple back-end systems fully automated to remove human live-ops dependencies. - Responsible for own DB design (MongoDB) as well as execution and performance of queries, handling contention, and multi-server conflicts. - Server stack consisted of… Show more Provided full-stack development on mobile F2P title built in Unity: - Entirely created and owned major features such as daily tournaments, trophy seasons, server performance tracking (Amazon XRay), shop and purchasing, and gacha tech! - Multiple back-end systems fully automated to remove human live-ops dependencies. - Responsible for own DB design (MongoDB) as well as execution and performance of queries, handling contention, and multi-server conflicts. - Server stack consisted of C#, ASP.NET, MongoDB, AWS. - AWS experience with CloudFormation, ECS, S3, CloudWatch. Note: this experience started at Glu Mobile, which EA acquired in April 2021.

    • Software Engineer
      • Jun 2018 - Apr 2020

      After 2 years as Lead Software Engineer of this team, I chose to transition back to a coding-focused role and was the lead programmer on Madden 20's top-billed feature for the year, "Superstar X-factor Abilities". Overseeing a team of 5-6 engineers, I architected and developed an optimized, data-driven, and designer-friendly system on top of the Frostbite engine that exposes gameplay hooks, allowing designers to craft many permutations of "abilities" using logic graphs. Additionally… Show more After 2 years as Lead Software Engineer of this team, I chose to transition back to a coding-focused role and was the lead programmer on Madden 20's top-billed feature for the year, "Superstar X-factor Abilities". Overseeing a team of 5-6 engineers, I architected and developed an optimized, data-driven, and designer-friendly system on top of the Frostbite engine that exposes gameplay hooks, allowing designers to craft many permutations of "abilities" using logic graphs. Additionally, added value over the year by self-driving numerous technical initiatives outside of my coding role, including: - workflow improvement: automated, continuous data exports previously consuming many man-hours each. - worked with managers and TD to setup team-wide reporting tools in JIRA for both tech debt and Animation support issues. - drive interview process improvements. - constructed Gantt charts for production work as a spreadsheet and explored tools for making Gantt charts. - drove all aspects of internship program for Gameplay. - owned and documented specific workflow processes for the larger Madden team.

    • Lead Software Engineer
      • Apr 2016 - Jun 2018

      Tech Lead for Madden Gameplay, group of 16 Engineers. Works closely with Development Director and Creative/Design to plan and execute all stages of development. Responsible for technical delivery of Gameplay feature set, sim performance, and stability, reporting up status, and communicating with other pods. Provides estimations, technical documentation, risk analysis, process-improvement discovery and implementation, and more, while still being hands-on in the code.

    • Software Engineer
      • Nov 2009 - Apr 2016

      Working on the development for both the Madden and NCAA Football franchises since the '11 series (e.g. Madden NFL 11) in the Central Gameplay group (now Madden Gameplay). Writes gameplay and animation-related code--from AI to animation systems, including development tools written in C#. - revamped the tackle system utilizing new interaction animation system with emphasis on selection and alignment of characters. - spent 4.5 years as primary Character Physics engineer, when we introduced… Show more Working on the development for both the Madden and NCAA Football franchises since the '11 series (e.g. Madden NFL 11) in the Central Gameplay group (now Madden Gameplay). Writes gameplay and animation-related code--from AI to animation systems, including development tools written in C#. - revamped the tackle system utilizing new interaction animation system with emphasis on selection and alignment of characters. - spent 4.5 years as primary Character Physics engineer, when we introduced full-body character physics to Madden, including gameplay features utilizing these systems. As SE1 initially, oversaw group of 4-5 engineers working on this and was promoted twice during this time. Biggest personal achievement was implementation of new Organic Fall system, that combines rag-doll with target poses to get realistic looking falls without animation. This was also used to create Organic Tackles--tackles driven by physics and not animation--for situations where animations weren't available. - implemented debug lines system, both from the high-level game interface to the low-level creation of triangle strips to describe various shapes. Wrote optimized code to strip a generic shape that actually describes 3 shapes--sphere, capsule and "fat box" (an exploded capsule with flat sides). This allowed for fast rendering of many shapes as the run-time only needs to transform and position the shape and not generate all vertices each time. Robust memory management system that solved problems in our game, including out-of-memory issues from requesting redundant lines. - side-project time spent on competitive arena FPS on Unity that never shipped. Implemented collision-based weapons.

    • Software Engineer Intern
      • Aug 2009 - Oct 2009

      Engineer on Madden and NCAA Gameplay team. Integrated Lua debugging suite into in-house Lua IDE tool written in C#, enabling debugging of Lua scripts, including breakpoints, variable inspection, and other debug features. Was given 3-month timeline but delivered in 2 weeks.

    • United States
    • Higher Education
    • 1 - 100 Employee
    • Graduate Student
      • Aug 2008 - Aug 2009

      Master's in Interactive Entertainment, specializing in Video Game Programming. Cohort 5 as lead programmer of the group behind Sultans of Scratch (DJ/music peripheral game). Master's in Interactive Entertainment, specializing in Video Game Programming. Cohort 5 as lead programmer of the group behind Sultans of Scratch (DJ/music peripheral game).

    • Advertising Services
    • 1 - 100 Employee
    • Software Support Developer
      • Jan 2008 - Aug 2008

      Supported internal programs written in C/C++ with heavy database dependencies. Required heavy use of SQL, familiarity with Oracle servers. Supported internal programs written in C/C++ with heavy database dependencies. Required heavy use of SQL, familiarity with Oracle servers.

Education

  • Florida Interactive Entertainment Academy
    MS, Interactive Entertainment, Game Programming
    2008 - 2009
  • University of Central Florida
    BS, Computer Science
    2003 - 2007

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