Ryan Meyer
Objective
To further advance my skill as a designer, programmer, and scripter by creating original and engaging experiences.
Education
DigiPen Institute of Technology - Graduated May 2009
Major - B.S. in Real-Time Interactive Simulation - Equivalent to a B.S. in Computer Science
Minor - Mathematics
Technical Experience
Editors - Unity 3D, Unreal Editor, Kismet, Radiant, Hammer Editor
Computer Languages - C/C++ (6 years), LUA (4 years), C# (3 years), Visual Basic (2 years), Perl (1 year)
APIs - STL (3 years), DirectX (3 years), XNA (3 years), Nitro / TWL (2 years), OpenGL (1 year), PhysX (1 year), Bullet (1 year), wxLua (1 year)
Tools - Visual Studio, Perforce, SVN, Code Warrior, Pix, Jira
Professional Experience
SDE
Microsoft
March 2012 - Current
Created and implemented the UI for both the menu systems and in game experience. Developing the UI required me to work closely with all the different development teams. Taking feedback and using iterative development was a key part of the creation process.
Projects
- Unnanounced title - Estimated multiplatform release November 2013
Duties
- Created and implemented UI functionality
- Analyzed user feedback to initiate iterative development of UI systems
- Self driven research to use Blend Xaml controls in a custom engine
Game Designer
FuelCell Games
Feb 2010 - Feb 2012
Worked on the Summer of Arcade title "Insanely Twisted Shadow Planet" for XBLA. Being part of the small team meant more responsibility, but also more creative freedom. This was both a challenging and rewarding experience.
Projects
- "Insanely Twisted Shadow Planet" - released on XBLA June 2011
- "Insanely Twisted Shadow Planet - Shadow Hunters" - released on XBLA October 2011
- "Conquer" - unreleased prototype 2012
- "Ship Studio" - unreleased prototype 2012
Duties
- Scripted enemy AI for single player and network play
- Designed and implemented level scenarios and boss encounters
- Independently responsible for the camera system
- Created co-op gameplay mode Lantern Run
Lead Designer
EveryWare Inc.
May 2009 - Current
Everyware is made up of five industry professionals who get together in their free time to have fun and make great games. Our latest project "Power Defense" is due out for release in 2012.
Projects
- "Power Defense" - unreleased DSiWare title
Duties
- Designed game concept and rules of play
- Level design and creation around portable hardware restrictions
- Trained art team to use Nintendo DSi toolset
World Designer
Surreal Software
Sep 2008 - Jan 2010
Worked on the ambitious open world game "This is Vegas". Late in 2009 Warner Brothers Interactive purchased the studio and moved the majority of the team onto "War in the North". TIV was subsequently cancelled, and I moved to FuelCell Games.
Projects
- "This Is Vegas" - unreleased Xbox 360, PS3, and PC title
Duties
- Set up level streaming for an open world game
- Implemented the traffic system including crosswalks, traffic lights, and parking
- Created Nav Mesh and material path types
- Populated the game world with interactable objects and NPC spawners
Specialties Overview
Editors
- Use Unity 3D professionally for PC and Mobile
- Unreal Editor for the project This is Vegas
- Kismet for creating interactable objects
- Custom CoD maps using Radiant
- Modding Half Life 2 using the Hammer Editor
Scripting
- AI logic for NPC objects
- Nav mesh and pathfinding systems
- Camera systems
- Cinematic scripting
- Set piece encounters
- Binding of Lua functions to C++
- Serialization for saving and loading
- Use of wxLua for custom game editors
- Reading and writing session data to files for debug info and game statistics
Networking
- AI logic for both client / server objects
- Design for networked gameplay
- Interpolated smoothing for objects
Math
- Vector Geometry
- Linear Algebra
- Calculus
- Curves & Surfaces
Physics
- Use of PhysX, Bullet, and Box2D in game projects
- Physics based gameplay
- Motion Dynamics
Game Development
- Experience with both large and small teams
- Use of agile project management strategies
- Ability to meet strict milestone deadlines