Available to hire
Hi, I’m Ryan J. Smith, a Gameplay Engineer with 10+ years of experience building multiplayer systems, real-time physics, and cooperative gameplay in Unreal Engine using C++. I specialize in client-server synchronization, networked gameplay, and rapid prototyping of custom mechanics to deliver robust, responsive experiences.
I pride myself on delivering complete gameplay systems from core mechanics to level integration, often working independently while collaborating across disciplines. I thrive on rapid iteration, playtesting, and refining systems based on real-time feedback to ship reliable features under tight timelines.
Skills
Language
English
Fluent
Work Experience
Unreal Engine Engineer at Playnet, Inc.
January 1, 2025 - PresentCurrently a gameplay programmer on a WWII-themed PC multiplayer FPS project in Unreal Engine 5, using C++ and Blueprints. Redesigned core weapon interaction and state handling for reliable multiplayer, implemented an authoritative client/server flow, designed a UI/UX loadout screen, integrated new UI widgets, refactored multiplayer footstep and environmental audio into GAS, and built a scalable 3D spatial audio framework. Profiled and optimized networked gameplay and audio using Unreal profiling tools to reduce Blueprint tick overhead and improve performance under load. Collaborated with animators, audio designers, and UI/UX artists to align gameplay with visuals and audio cues.
Unreal Engine Programmer at Bode Software
January 1, 2025 - PresentBuilt a multi-type damage system (Physical, Fire, Frost, Lightning, Magic) with stat scaling, resistances, and status effect triggers. Designed a fall damage system with lethal trace checks and reusable Blueprint/C++ components. Implemented an Enemy Leash AI system with designer-configurable origin points/radii. Developed the Fog Gate boss system, arena level limits, UI, music, and cinematic cutscenes. Implemented transition loading screen buffering and texture streaming to prevent visible pop-in during load.
Unreal Engine Developer & Software Engineer at Raytheon
January 1, 2017 - January 1, 2025Patriot & Stinger Training Systems: Patriot Multi-Echelon Trainer (PMET) — a simulation-based classroom trainer used by 17 nations. Patriot Maintenance Trainer (PMT) with refactored messaging and 500+ radar parts synchronization. TMDE Tablet App (UMG + wireless comms) deployed at Ft. Sill with security compliance. Patriot Maintenance AR Trainer (PMAT) converted to a HoloLens 2 prototype. Stinger Virtual Trainer (SVT): multiplayer VR trainer for the FIM-92 Stinger with missile guidance, replication, and profiling in collaboration with Ukrainian engineers.
Unreal Engine Developer at Deep End Games
January 1, 2017 - PresentPerception (2017): Contributed to a multi-platform first-person horror title by implementing gameplay mechanics, AI systems, and performance optimizations. Developed core features including AI behavior and the signature whistling mechanic. Optimized level streaming, animation blueprints, particle effects, and UI, accelerating milestones and reducing cost-to-sales ratio by 20%.
Senior Gameplay Engineer at Playnet, Inc.
January 1, 2025 - PresentRedesigned core weapon handling and gameplay state systems in C++ to ensure deterministic client/server authority and responsive combat behavior. Built loadout customization system integrating Common UI, inventory logic, and multiplayer spawn states. Implemented gunfire positional audio using the Gameplay Ability System (GAS), improving prediction reliability across online sessions. Profiled systems to reduce overhead and optimize stability.
Senior Gameplay Engineer at Bode Software
January 1, 2025 - December 31, 2025Designed modular combat damage framework supporting various damage types, implemented in C++. Extended Behavior Trees and developed boss encounter management framework coordinating gameplay phases.
Senior Software Engineer (Unreal) at Raytheon Technologies
January 1, 2017 - December 31, 2025Architected gameplay systems for Patriot Multi-Echelon Trainer, programming HUD management and inventory stacking. Led deployment of real-time TMDE tablet application integrating bidirectional socket communication and secure telemetry validation. Enhanced missile guidance systems through optimized calculations.
Gameplay Programmer at The Deep End Games
January 1, 2017 - December 31, 2017Designed core player abilities and AI behaviors using Unreal. Developed echolocation mechanic ensuring feedback under varying conditions. Optimized systems to stabilize frame times.
Gameplay Engineer at Playnet – WWII: Chokepoint
January 1, 2025 - PresentBuilt and optimized multiplayer systems for real-time player synchronization and replication; implemented player interaction and movement logic for coordinated multiplayer gameplay; diagnosed networking issues including replication inconsistencies and desynchronization; profiled and optimized network performance using Unreal tools; rapidly prototyped and iterated gameplay mechanics through playtesting and real-time feedback.
Gameplay Engineer at Bode Software – Shadows of the Lost
January 1, 2025 - PresentBuilt modular gameplay systems including physics-influenced mechanics and real-time interaction systems; designed state-driven systems for synchronized gameplay across players and AI; implemented reusable components for scalable gameplay logic; developed coordinated systems integrating movement, interaction, and event-driven mechanics.
Shipped Title at Deep End Games – Perception
January 1, 2017 - January 1, 2017Implemented gameplay systems and player interaction mechanics for a shipped Unreal Engine 4 title; developed systems responding to real-time player input and environmental interaction; optimized gameplay systems to meet performance and stability targets across platforms.
Education
B.S. in Game Programming & Development at Southern New Hampshire University
January 11, 2030 - January 27, 2026CS50x / CS50g Computer Science & Game Development Certificates at Harvard University
January 11, 2030 - January 27, 2026B.S. in Game Programming & Development at Southern New Hampshire University
January 11, 2030 - January 27, 2026B.S. Game Programming & Development at Southern New Hampshire University
January 1, 2010 - January 1, 2014Harvard CS50x / CS50g Certificates at Harvard University
January 11, 2030 - April 20, 2026B.S. Game Programming & Development at Southern New Hampshire University
January 11, 2030 - April 21, 2026Minor in Mathematics at Southern New Hampshire University
January 11, 2030 - April 21, 2026Minor in 3D Art at Southern New Hampshire University
January 11, 2030 - April 21, 2026CS50/GS50 Certificate at Harvard University
January 11, 2030 - April 21, 2026Qualifications
CS50x / CS50g Computer Science & Game Development Certificates
January 11, 2030 - January 27, 2026B.S. Game Programming & Development
January 11, 2030 - April 21, 2026Minor in Mathematics
January 11, 2030 - April 21, 2026Minor in 3D Art
January 11, 2030 - April 21, 2026CS50/GS50 Certificate
January 11, 2030 - April 21, 2026Industry Experience
Gaming, Media & Entertainment, Software & Internet, Education, Professional Services, Other, Government
Skills
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