Hi, I'm Ryan. I engineer core gameplay systems and AI architectures using Unity and C#.
Hello! I'm a Game Developer with over 5 years of experience. My journey began in school creating simple games using LUA and Love2D, which evolved into a passion for building robust gameplay systems and AI behaviors.
I thrive on engineering the core systems of a game. Whether that's modular ability systems, implementing responsive character controllers, or optimizing complex simulation loops. I also focus on building UI/UX systems that make gameplay feel intuitive and alive.
Professional code principles & scalable architecture.
Optimized for high frame rates.
My core strength lies in C#, which I use daily. I specialize in writing clean, performant code, utilizing advanced language features and object-oriented patterns.
My engine of choice is Unity. I use advanced techniques to optimise performance and create clean scalable code..
I maintain a disciplined workflow using Git. I am familiar with Blender and Photoshop which I use for basic asset implementation.
A fast-paced local co-op chaotic game about serving customers across timelines. Players must coordinate to create products and sell them while against the clock and customer demands.
"Currently fine-tuning the local co-op interaction layer to ensure players can franticly toss items to one another amidst the chaotic timeline shifts."
A ragdoll based physics game where up to 4 local co-op players work together to renovate a house to a customers specification while trying not to burn the place down.
"Tweaking the active ragdoll joints to ensure that grabbing your friend by the leg while holding a hammer results in maximum chaotic hilarity."
A high-octane split-screen arcade racing game designed for couch co-op. Features tight physics-based vehicle handling and dynamic track events built in Unity.
This project was made be myself and another programmer for a university project in a 3 month time-scale. The project was then displayed at a university open event for prospective students.
A quick prototype for a puzzle game consisting of parkour, Physics boxes, pressure plates and lasers.
This prototype was created for a university project, in a 1 month time-scale. In this project I wanted to expand my experience with player physics interactions and complex puzzles.
A quick beat 'em up prototype consisting of combo attacks and Navmesh enemies which attack and can be destroyed as well as destructable objects on the level.
Built within a 1-month time period, this prototype allowed me to dive into complex character controls with combo attacks and special moves.
I'm currently available for freelance work and full-time positions. If you have a project that needs a gameplay engineer, engage protocol below.
hello@ryanpatchett.com