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Ryan Grant

Senior Combat Designer at Respawn Entertainment
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Email: ****t@hotmail.com
LinkedIn: Ryan Grant
Location: Austin, Texas Metropolitan Area
Current employer: Respawn Entertainment
Current title:
Senior Combat Designer
Last updated: 21/05/2023 23:47 PM
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About

Ryan Grant is from Austin, Texas Metropolitan Area. Ryan works in the following industries: "Software Development". Ryan is currently Senior Combat Designer at Respawn Entertainment, located in Austin, Texas, United States. In Ryan's previous role as a Senior Combat Designer at Gunfire Games, Ryan worked in Austin, Texas Area until Jul 2021. Prior to joining Gunfire Games, Ryan was a Systems Designer at 343 Industries and held the position of Systems Designer at Redmond, WA. Prior to that, Ryan was a Combat Designer at Disney Interactive Studios, based in Greater Salt Lake City Area from May 2014 to May 2016. Ryan started working as Project Lead, Lead Designer, Level Designer, Producer at Electronic Arts (EA) in Salt Lake City, Utah in Mar 2011. From Jan 2011 to Jan 2014, Ryan was Game Designer I at Electronic Arts (EA), based in Salt Lake City, Utah. Prior to that, Ryan was a Level Designer at Electronic Arts (EA), based in Salt Lake City, Utah from Oct 2009 to Jan 2011. Ryan started working as Level Designer at Electronic Arts (EA) in Salt Lake City, Utah in Oct 2008.

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Ryan Grant's current jobs
Title: Senior Combat Designer
Period: Jul 2021 - Present (3 years, 4 months)
Location: Austin, Texas, United States
Ryan Grant's past jobs
Company: Gunfire Games
Title: Senior Combat Designer
Period: Jan 2019 - Jul 2021 (2 years, 6 months)
Location: Austin, Texas Area

Remnant: From the Ashes, Multiplatform • Ownership over all items from paper design, prototype implementation/iteration, to final polish for all weapons, weapon mods, consumables, trinkets, armor, and traits. • Tuned all camera and aiming controls, aiming system, and hit detection system. • Maintained design documentation keeping it up to date in a rapidly changing environment. • Collaborated with vfx artists, animators, gameplay programmers, sound designers, testers, a producer, and other designers to ensure that I was delivering the best possible gameplay experience when using items. • Played the game daily, iterated on my item designs, and provided feedback pertaining to other areas of the game.

Company: 343 Industries
Title: Systems Designer
Period: Jan 2017 - Jul 2018 (1 year, 6 months)
Location: Redmond, WA

Halo: Infinite - Xbox One, PC • Designed 20+ ranged, grenade, and melee weapon prototypes each with a unique role using proprietary weapon implementation tools and lua scripting bringing them from paper design to prototype complete. • Play tested weapon prototypes with large groups from all disciplines to gather feedback and rapidly iterate until they were meeting the needs of the sandbox, campaign, and multiplayer teams. • Documented and prototyped new weapon systems to ensure weaponry was evolving in new directions while also providing clear and accessible mechanics for all audiences. • Continually learned other systems to contribute in other areas of the sandbox including tuning the feel of movement abilities, aiming controls, and melee mechanics. • Trained other weapon designers helping them improve their efficiency with the tools quickly.

Title: Combat Designer
Period: May 2014 - May 2016 (2 years)
Location: Greater Salt Lake City Area

Disney Infinity 3.0 – Star Wars, Multiplatform • Designed and tuned the movement, timing, and feel for 20+ avatars’ combat move sets using proprietary visual scripting and Excel for tuning the enemy reactions from each attack. • Designed and tuned ranged enemy AI along with all four levels of combat difficulty for the “Twilight of the Republic” and “Rise of the Empire” play sets, and all enemies for “The Force Awakens” play set. • Built prototype levels in Maya and visually scripted a variety of enemy encounters to prove out the ranged AI cover system and provide spaces and enemy combinations that play well together. • Designed an improved over the shoulder free-aim mode and tuned auto aim, friction, aim sensitivity curve, camera offsets and the performance of all ranged weapons in the game. • Rebalanced and recorded damage output for all 90+ avatars’ attacks in the Infinity franchise. Disney Infinity 2.0 – Marvel Super Heroes, Multiplatform • Tuned combat for 14 avatars including melee weapon box timing, ranged weapon performance (fire rate, clip size, projectile physics), and enemy reaction physics. • Rebalanced damage output for all avatars with unique methods of mobility, melee, and ranged attacks. • Assessed core implementation tools and provided suggestions to improve workflow efficiency.

Title: Project Lead, Lead Designer, Level Designer, Producer
Period: Mar 2011 - Jan 2014 (2 years, 10 months)
Location: Salt Lake City, Utah

Project Guardian FPS/Multiplayer Demo • Designed and tuned all game systems and mechanics: aiming and movement, weapons, combat abilities, player spawn and pick-up systems, UI menus, and player HUD. • Developed 20+ playable multiplayer maps: modeled white box geometry in Maya, placed interactive level objects, and built optimized collision in Unity 4. • Created game pitch: core creative concept, major game features, and monetization plan. • Recruited, led, and delegated tasks to a team of 30+ engineers, artists, animators, sound designers, and quality assurance testers from 5 worldwide locations. • Directed the vision for the project coordinating communication between all development disciplines.

Title: Game Designer I
Period: Jan 2011 - Jan 2014 (3 years)
Location: Salt Lake City, Utah

The Sims 4 PC/MAC • Managed data entry and assigned color swatches, color filters, styles, materials, and functions to all objects in the “Build/Buy” catalog. The Sims 3: Into the Future, University Life, Supernatural, Showtime Expansion Packs PC/MAC • Designed and tuned game play interactions for objects, characters, skills, careers, traits, socials, and buffs to suit the target audience. • Established and balanced the cost for all objects in the “Build/Buy” catalog.

Title: Level Designer
Period: Oct 2009 - Jan 2011 (1 year, 3 months)
Location: Salt Lake City, Utah

Wildlife: Forest Survival, XBLA/PSN (2010) • Designed first prototype level to prove the core game mechanics and systems which facilitated the game in becoming green-lit in a very short period of time. • Created 4 of the final 8 levels to work with playable characters of varying strengths, mobility and sizes, from a mosquito to an alligator, for single player and online multiplayer matches. • Adapted the level building process from the Lead Level Designer in order to rapidly build several playable prototypes in Maya for the Unity game engine.

Title: Level Designer
Period: Oct 2008 - Oct 2009 (1 year)
Location: Salt Lake City, Utah

Nerf N-Strike Elite, Wii (2009) • Designed two single-player/co-op levels (1 indoor/1 outdoor) by documenting top down maps and level flow, building white-box geometry in Maya, creating and tuning enemy paths, and scripting all events. • Collaborated with other level designers and used text based scripting tools to implement enemy encounters and level specific game scenarios including puzzles and branching paths. • Worked with team members across all disciplines to define the creative vision and technical specifications for the game. • Tuned and balanced all weapons and their first person camera offsets.

Title: Level Designer
Period: Nov 2007 - Oct 2008 (11 months)
Location: Salt Lake City, Utah

Nerf N-Strike, Wii (2008) • Documented design specs and built prototypes for game levels and systems. • Created, tuned enemy paths and text scripted all encounters and combat pacing in the Onslaught events. • Tuned and balanced all weapons and their first person camera offsets.

Ryan Grant's education
The Art Institute of California-San Diego
Bachelor of Science (B.S.)
2004 - 2007
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