Ryan Woods

Principal Engine Programmer at Rockstar Games

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Experience

  • Rockstar Games Graphic

    Principal Engine Programmer

    Rockstar Games

    - Present 4 years 7 months

    San Diego, California, United States

    Led a team through the design and development, of rendering, physics, AI, and memory management to support big open world environments and complex simulations.

    Assisted with the optimization and performance profiling and efforts, which includes high performance standards for real time rendering and processing across next-gen platforms.

    Spearheaded the integration of cutting-edge technologies, such as advanced lighting and memory techniques into the engine pipeline to push…

    Led a team through the design and development, of rendering, physics, AI, and memory management to support big open world environments and complex simulations.

    Assisted with the optimization and performance profiling and efforts, which includes high performance standards for real time rendering and processing across next-gen platforms.

    Spearheaded the integration of cutting-edge technologies, such as advanced lighting and memory techniques into the engine pipeline to push technical boundaries and game development/engine tooling.

    Projects:
    Grand Theft Auto VI (PS5, Xbox Series X|S)

  • Insomniac Games

    Insomniac Games

    5 years 3 months

    • Insomniac Games Graphic

      Lead Engine Programmer

      Insomniac Games

      - 3 years 2 months

      Burbank, California, United States

      Led a team of engine programmers, overseeing the development and optimization of engine systems for major titles, including AAA releases for next-gen consoles.
      Architected and implemented advanced rendering pipelines, and platform specific optimizations, ensuring top-tier performance and graphical fidelity.

      Released Titles:
      - Ratchet & Clank (2016)
      - Spider-Man (2018)

    • Insomniac Games Graphic

      Senior Engine Programmer

      Insomniac Games

      - 2 years 2 months

      Burbank, California, United States

      Developed core engine features, including rendering systems, physics engines, and resource management, enabling high-performance gameplay on console and PC platforms.
      Worked closely with art and design teams to integrate advanced visual effects, lighting, and post-processing features, enhancing the overall quality of Insomniac’s games.
      Optimized multi-threading and memory management techniques, improving game performance and stability across multiple platforms, including PlayStation 4…

      Developed core engine features, including rendering systems, physics engines, and resource management, enabling high-performance gameplay on console and PC platforms.
      Worked closely with art and design teams to integrate advanced visual effects, lighting, and post-processing features, enhancing the overall quality of Insomniac’s games.
      Optimized multi-threading and memory management techniques, improving game performance and stability across multiple platforms, including PlayStation 4, and Xbox One.

  • Obsidian Entertainment

    Obsidian Entertainment

    5 years 9 months

    • Obsidian Entertainment Graphic

      Senior Engine Programmer

      Obsidian Entertainment

      - 3 years 7 months

      Irvine, California, United States

      Led the core engine programming team, providing technical direction and driving the development of Obsidian's Onyx engine. Collaborated closely with external partners and publishers to ensure smooth technical transitions and adherence to platform requirements, contributing to the successful release of multiple titles.

      Later on helped with the early development and engine work on Tyranny, a modified version of the Unity game engine.

      Released Titles:
      - Dungeon Siege III
      -…

      Led the core engine programming team, providing technical direction and driving the development of Obsidian's Onyx engine. Collaborated closely with external partners and publishers to ensure smooth technical transitions and adherence to platform requirements, contributing to the successful release of multiple titles.

      Later on helped with the early development and engine work on Tyranny, a modified version of the Unity game engine.

      Released Titles:
      - Dungeon Siege III
      - South Park: The Stick of Truth
      - Tyranny

    • Obsidian Entertainment Graphic

      Engine Programmer

      Obsidian Entertainment

      - 2 years 3 months

      Irvine, California, United States

      Collaborated with designers, artists, and gameplay teams to build and refine engine systems that supported large open world environments and RPG mechanics. Developed and maintained key engine features such as rendering pipelines, physics systems, and AI behavior, ensuring smooth integration and high performance.

      Implemented performance optimizations, memory management, and multi-threading techniques to improve game engine efficiency on multiple platforms. Also contributed to bug fixing…

      Collaborated with designers, artists, and gameplay teams to build and refine engine systems that supported large open world environments and RPG mechanics. Developed and maintained key engine features such as rendering pipelines, physics systems, and AI behavior, ensuring smooth integration and high performance.

      Implemented performance optimizations, memory management, and multi-threading techniques to improve game engine efficiency on multiple platforms. Also contributed to bug fixing and code maintenance, consistently ensuring high code quality and stability across projects.

  • Electronic Arts (EA) Graphic

    Rendering Engineer

    Electronic Arts (EA)

    - 1 year 4 months

    Redwood City, California, United States

    Developed and optimized real-time rendering techniques for various EA games, contributing to graphically stunning and performance efficient games.

    Implemented advanced shader techniques, including lighting, shadows, and post-processing effects, to enhance the overall visual quality of in-game graphics.

    Collaborated with artists, and other team members to integrate rendering solutions into Frostbite, ensuring seamless visual integration and smooth performance. Conducted…

    Developed and optimized real-time rendering techniques for various EA games, contributing to graphically stunning and performance efficient games.

    Implemented advanced shader techniques, including lighting, shadows, and post-processing effects, to enhance the overall visual quality of in-game graphics.

    Collaborated with artists, and other team members to integrate rendering solutions into Frostbite, ensuring seamless visual integration and smooth performance. Conducted performance profiling and optimization to improve frame rates and reduce GPU and CPU bottlenecks. Worked closely with the QA team to identify and resolve graphical issues, improving game stability and visual consistency across multiple platforms.

    Contributed to the early development and improvement of EA’s proprietary game engine, Frostbite. Helping shape the engine's core technology for future projects.

    Projects:
    - Battlefield Bad Company
    - Battlefield Bad Company 2

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