Available to hire
Hi, I’m Ryan J. Smith—a Gameplay Programmer with 10+ years of experience crafting immersive, interactive experiences across horror games and military-grade simulations.
I’ve shipped the narrative-driven horror title Perception and built cutting-edge VR/AR training systems in Unreal Engine. I’m proficient with UE5/UE4, C++, AI systems, and gameplay mechanics, with a focus on tactile, cinematic, and scalable gameplay.
Experience Level
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%.
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, 2026Qualifications
CS50x / CS50g Computer Science & Game Development Certificates
January 11, 2030 - January 27, 2026Industry Experience
Gaming, Media & Entertainment, Software & Internet, Education, Professional Services, Other
Experience Level
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