Welcome!
My name is Ryan, a game developer from Redmond, Washington. My expertise is in Tech Art, Gameplay, and anywhere the two overlaps. During my time at DigiPen Institute of Technology, I was the dedicated "graphics programmer" for several teams, typically putting me charge of all things graphics. This could span anything from building graphics pipelines and managing visual budgets, to developing cool effects for gameplay and environments. Despite the title, I also took on many responsibilities in gameplay programming, design, and engine development. You can find videos and more details for each of these under the "Projects" tab above.
After graduating I took a contract as a Technical Artist for 343 Industries, where I built tools and implemented new techniques for their proprietary game engine. I was in direct communication with the art team, with the aim of helping them achieve their visions for upcoming Halo Infinite maps. I also did backend work debugging and optimizing shaders, which improved preexisting elements of the game.
With the 343 Industries contract finished, I am now looking for an exciting new project to either apply my skills or develop new ones. I have a passion for out of the box thinking and overcoming barriers to ambitious ideas. If you think I would make a good addition to your team, or want to discuss any of my previous work, don't hesitate to reach out!
Education
BS in Real-time Interactive Simulation
DigiPen Institute of Technology
BS in Computer Science
University of Colorado Boulder
Skills
Languages: C++ | Python | HLSL | GLSL
Engines: UE5 | Unity | Custom
Libraries: DirectX12 | OpenGL | PhysX | GLFW
Tools: Visual Studio | Maya | Photoshop
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
UE5 | HLSL
Graphics
Ray-Marched Clouds
SDF Volumetrics
[In Progress]
Project Details:
Hand Painted Formation and Errosion Patterns
Calculates SDF for Optimized Ray-Marching
Pre-Marches Shadow and Ambient Occlusion
UE5 | HLSL | C++
Graphics | Gameplay | Design
3D Fog of War
Experimental Project
[In Progress]
Project Details:
Multi-Story Elevation Aware
Maximize Vision Range
Runtime Terrain Generation
Maintain and Display "Last Seen" World State