I'm a Senior Unreal Engine gameplay engineer with 10+ years building first-person, action, and simulation gameplay across shipped commercial games and military-grade trainers, backed by 10+ years of professional C++. Pairs deep C++ engine work with Blueprint scripting to deliver modular, data-driven systems — combat and damage frameworks, AI behavior, networked multiplayer, animation, UI, and tooling. Owns features end to end, profiles and optimizes for performance at scale, and collaborates closely with design, art, and audio. Holds an active DoD Secret clearance and is equally effective on small indie teams and large, process-driven programs.

Ryan J. Smith

PRO

I'm a Senior Unreal Engine gameplay engineer with 10+ years building first-person, action, and simulation gameplay across shipped commercial games and military-grade trainers, backed by 10+ years of professional C++. Pairs deep C++ engine work with Blueprint scripting to deliver modular, data-driven systems — combat and damage frameworks, AI behavior, networked multiplayer, animation, UI, and tooling. Owns features end to end, profiles and optimizes for performance at scale, and collaborates closely with design, art, and audio. Holds an active DoD Secret clearance and is equally effective on small indie teams and large, process-driven programs.

Available to hire

I’m a Senior Unreal Engine gameplay engineer with 10+ years building first-person, action, and simulation gameplay across shipped commercial games and military-grade trainers, backed by 10+ years of professional C++. Pairs deep C++ engine work with Blueprint scripting to deliver modular, data-driven systems — combat and damage frameworks, AI behavior, networked multiplayer, animation, UI, and tooling. Owns features end to end, profiles and optimizes for performance at scale, and collaborates closely with design, art, and audio. Holds an active DoD Secret clearance and is equally effective on small indie teams and large, process-driven programs.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Fluent

Work Experience

Unreal Engine Gameplay Programmer at Bode Software
January 1, 2025 - Present
Built a modular, multi-type damage pipeline (Physical, Fire, Frost, Lightning, Magic) using enum-keyed maps; implemented an authoritative Gameplay-Tag-driven State Manager gating actions and driving montage playback. Created a reusable EnemyLeashComponent to cache spawn origin, enforce leash invariants, and drive a Behavior Tree return-home subtree. Developed a Boss Arena system coordinating arena boundaries, phase triggers, health UI, music cues, and Level Sequence cinematics. Implemented a modular Fall Damage Component with time-in-air tracking, CurveFloat-based damage scaling, and robust landing callbacks (sound/VFX/animation).
Gameplay Programmer (Contract) at Playnet, Inc.
January 1, 2025 - Present
Led multiplayer gameplay work on WWII Online: Chokepoint 2025. Fixed a critical bug causing weapons to auto-fire on pickup by replacing flawed Blueprint overlap logic with a C++ state reset. Designed and built a full loadout selection system with new UI widgets and integrated it with the spawn pipeline, enabling pre-match customization. Wired HUD elements (health, ammo, compass) to underlying gameplay systems with real-time, client/server-consistent updates. Optimized multiplayer audio replication for 3D cues and tuned network relevancy. Profiled CPU and network load, reduced tick frequency on secondary actors, and trimmed Blueprint hot paths to stabilize framerate under heavy combat.
Gameplay Engineer at Bode Software – Shadows of the Lost
January 1, 2025 - Present
Built 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.
Gameplay Engineer at Playnet – WWII: Chokepoint
January 1, 2025 - Present
Built 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.
Senior Gameplay Engineer at Bode Software
January 1, 2025 - December 31, 2025
Designed modular combat damage framework supporting various damage types, implemented in C++. Extended Behavior Trees and developed boss encounter management framework coordinating gameplay phases.
Senior Gameplay Engineer at Playnet, Inc.
January 1, 2025 - Present
Redesigned 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.
Unreal Engine Programmer at Bode Software
January 1, 2025 - Present
Built 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 Engineer at Playnet, Inc.
January 1, 2025 - Present
Currently 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 Developer at The Deep End Games
January 1, 2017 - Present
Contributed core gameplay programming for Perception, implementing an echolocation whistling mechanic that reveals the environment via sound and drives reactive enemy awareness. Built enemy AI (patrol, chase, search) responsive to player noises and scripted narrative events in Blueprint and C++. Led late-stage optimization across level streaming, animation Blueprint tick overhead, particles, and post-processing to hit console performance targets, helping ship on time and improve cost-to-sales metrics by ~20%.
Shipped Title at Deep End Games – Perception
January 1, 2017 - January 1, 2017
Implemented 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.
Gameplay Programmer at The Deep End Games
January 1, 2017 - December 31, 2017
Designed core player abilities and AI behaviors using Unreal. Developed echolocation mechanic ensuring feedback under varying conditions. Optimized systems to stabilize frame times.
Senior Software Engineer (Unreal) at Raytheon Technologies
January 1, 2017 - December 31, 2025
Architected 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.
Unreal Engine Developer at Deep End Games
January 1, 2017 - Present
Perception (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%.
Unreal Engine Developer & Software Engineer at Raytheon
January 1, 2017 - January 1, 2025
Patriot & 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.

Education

B.S. in Game Programming & Development at Southern New Hampshire University
January 11, 2030 - January 27, 2026
CS50x / CS50g Computer Science & Game Development Certificates at Harvard University
January 11, 2030 - January 27, 2026
B.S. in Game Programming & Development at Southern New Hampshire University
January 11, 2030 - January 27, 2026
B.S. Game Programming & Development at Southern New Hampshire University
January 1, 2010 - January 1, 2014
Harvard CS50x / CS50g Certificates at Harvard University
January 11, 2030 - April 20, 2026
B.S. Game Programming & Development at Southern New Hampshire University
January 11, 2030 - April 21, 2026
Minor in Mathematics at Southern New Hampshire University
January 11, 2030 - April 21, 2026
Minor in 3D Art at Southern New Hampshire University
January 11, 2030 - April 21, 2026
CS50/GS50 Certificate at Harvard University
January 11, 2030 - April 21, 2026
B.S., Game Programming & Development at Southern New Hampshire University
January 11, 2030 - June 8, 2026
Minors in Mathematics & 3D Art at Southern New Hampshire University
January 11, 2030 - June 8, 2026
CS50x & CS50g Certificates at Harvard University
January 11, 2030 - June 8, 2026
B.S., Game Programming & Development at Southern New Hampshire University
January 11, 2030 - June 9, 2026
Minor in Mathematics at Southern New Hampshire University
January 11, 2030 - June 9, 2026
Minor in 3D Art at Southern New Hampshire University
January 11, 2030 - June 9, 2026
CS50x Certificate at Harvard University
January 11, 2030 - June 9, 2026
CS50g Certificate, Game Development at Harvard University
January 11, 2030 - June 9, 2026

Qualifications

CS50x / CS50g Computer Science & Game Development Certificates
January 11, 2030 - January 27, 2026
B.S. Game Programming & Development
January 11, 2030 - April 21, 2026
Minor in Mathematics
January 11, 2030 - April 21, 2026
Minor in 3D Art
January 11, 2030 - April 21, 2026
CS50/GS50 Certificate
January 11, 2030 - April 21, 2026
CS50x & CS50g Certificates
January 11, 2030 - June 8, 2026
Active Secret Security Clearance (DoD)
January 11, 2030 - June 8, 2026
Active DoD Secret Security Clearance
January 11, 2030 - June 9, 2026

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education, Professional Services, Other, Government