Ryan Clark
I'm Ryan Clark, a senior Unity engineer and gameplay-focused technical leader with 19 years of software engineering experience, including 12+ years building multiplayer mobile, WebGL, AR, VR, casino, and card battle…
About
I’m Ryan Clark, a senior Unity engineer and gameplay-focused technical leader with 19 years of software engineering experience, including 12+ years building multiplayer mobile, WebGL, AR, VR, casino, and card battle game experiences. I’m strongest in gameplay systems, custom physics, backend/API integration, Unity tooling, performance testing, CI/CD automation, and cross-platform deployment for teams shipping interactive products.
Currently, I lead and manage Unity development for a confidential mobile card battle game, owning full-stack feature delivery across client gameplay, backend/API workflows, data pipelines, UI, and presentation. I also mentor engineers while driving automation, tooling, and release readiness that ensures high-quality, scalable gameplay experiences across iOS, Android, WebGL, and AR/VR platforms.
- 20 years' experience
- Joined June 2026
Industry experience
- Gaming
- Software & Internet
- Media & Entertainment
- Professional Services
Work experience· 6 roles
Implemented gameplay features across WebGL casino titles including Big Rhino, Dig, and Sauce Boss, focusing on feature integration and production-ready game behavior. Built gameplay systems for an unreleased Unity casino blackjack title and a WebGL trading game. Created a TypeScript feature framework for game settings and spin management shared across WebGL and Unity titles. Updated Unity GDK packages and improved poker chip presentation. Integrated AI-assisted debugging and code-review support to accelerate iterations while maintaining ownership of implementation.
Led and managed Unity game development for an undisclosed mobile card battle game, directing the Unity team and delivering core gameplay systems, client data integration, API workflows, and Airtable-driven content pipelines. Oversaw UI, presentation, and release-ready integration, coordinating architecture and dependencies across gameplay, data, and backend layers.
Designed procedural race-course generation in Unity HDRP, including dynamic track layouts, terrain variation, obstacle placement, and power-up distribution. Implemented physics-based vehicle interactions, refined game feel, and built Cinemachine camera transitions, HDRP presentation sequences, UI, and branded AR/VR workflows with streaming components.
Education
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