Welcome!
My name is Ryan, a game programmer from Redmond, Washington. I'm currently studying Real-time Interactive Simulation at the DigiPen Institute of Technology, from which I'll be graduating with my second degree very soon (Spring 2022). During my time here, I've had the pleasure of working on several cross-disciplinary teams, composed from a variety of my creative and intelligent peers. I've participated in numerous exciting projects, each helping to develop my skills to where they are now. When I'm not doing projects for school, I often work indepedently to investigate niche concepts I'm curious about. I have a die-hard dedication to the teams I work with, and strive to challenge myself wherever I can.
I'm specialized in graphics, though I do a lot in gameplay too. I've had several opportunities to use graphics as gameplay, so the roles tend to get interwined. Beyond that, my independent work often taps into a broad range of topics, giving me a novice understanding of several areas. I always try to challenge myself with interesting problems that require outside the box thinking. When pitted against these problems, I've learned that perseverence can often lead to unexpected solutions. Below you'll find a compilation of links to help you learn more about what I've done. I love discussing my work, so please reach out with any questions!
Education
BS in Real-time Interactive Simulation
DigiPen Institute of Technology
BS in Computer Science
University of Colorado Boulder
Skills
Languages: C++ | C# | C | GLSL | HLSL
Engines: UE4 | Unity3D | Custom
Libraries: OpenGL | PhysX | GLFW | Assimp
Tools: Visual Studio | Git | GIMP
Fields
Experienced:
Graphics | Gameplay
Familiar:
Physics | Engine | Networking | AI
Featured Projects
UE4 | HLSL | C++
Graphics | Gameplay | Physics
Rebellion Of The Blob!
Katamari-Like Collectathon
Game Contributions:
World and Character Visuals
Physics Sandbox Interaction Mechanics
Dynamic Prop Destruction
Performance Management Systems
OpenGL | GLSL | C++
Graphics | Engine
Isles Of Limbo
Pseudo-3D Hack and Slash
Game Contributions:
OpenGL Render Pipeline and Interface
Custom Engine Entity/Component Systems
Skeletal Animation Integration
High Powered Particle System
Performance Profiling Toolset
OpenGL | GLSL | C++
Graphics
OpenGL Suite
Module Based Rendering Framework
Implemented Techniques:
Monte Carlo Pathtracing
Physically Based Rendering
Image Based Lighting + Ambient Occlusion
Moment Shadow Mapping
High Performance Local Lighting
UE4 | HLSL | C++
Graphics | Networking
Advanced Line of Sight
Proof of concept innovation on visibility mechanics
Project Hightlights:
High Precision Visibility Calculations
Vision Range Which Approaches Realism
Dynamic LOS Based Occlusion Fading
Need-To-Know Multiplayer Replication