Me@RyanLeverenz.net
972-746-8568
I'm an experienced game programmer with multiple titles shipped for PC and console platforms. I have extensive experience in Unity. I have made direct contributions to Godot Engine and I've built open source tools that have enabled developers on several published Steam games today.
I have a background in DevOps with a focus on Linux Administration. I have built systems for collecting detailed metrics from massive production servers running thousands of transitions per second. I have written automated scripts for installing, loading, and testing proprietary Linux distributions and applications. I have built software designed to bridge back end services with the front end web.
I worked on all the expansions of Risk of Rain 2 while working at Dream Toaster with Gearbox and Hopoo.
After release of Alloyed Collective, common reviews amounted to "where are the bugs?".
I worked on the Nintendo Switch port of Star Wars: Republic Commando (Unreal Engine 2).
Ported Unreal Engine 2, a C++ engine, on Switch: Rewrote the rumble system from scratch implementing a modern linear actuator
Fixed a number of aspect ratio issues
Solved memory and performance issues: I implemented Nintento's console profiling tooling.
Built an end-to-end build automation system for Switch: We were able to quickly iterate with QA giving them daily builds to validate bug fixes.
PS4 version was forked from our graphical, performance, and usability fixes.
This project was with Unreal Engine 2's source code (C++), UnrealScript, and using Switch hardware-level C++ APIs.
More on Portfolio
Eronoctosis is a free co-op game on Steam. It is self-published with Dream Toaster. It started as a 2 week game jam that we expanded with a paid expansion. I built a majority of the multiplayer systems, entirety of the AI, the entitlement (DLC) system, and achievement interface.
I also wrote a one-click "build and upload to Steam" automation tool. I've used this on a convention floor to update multiple devices mid-convention.
It's built in C# on Unity with UNet multiplayer
I wrote GodotBoy, a tool for emulating a GameBoy in Godot. It is a popular option for publishing Homebrew GameBoy games to Steam. This enables Homebrew (primarily GBStudio) developers to find an audience on Steam they otherwise wouldn't have.
It's built in Godot with Rust.
I wrote the bindings that most multiplayer games on Steam use for Steamworks multiplayer integration. This combines Godot's built-in multiplayer features with Steamworks network transport.
Originally written in C++, but I'm working on a new version in Rust.
Palette Shader is a tool for applying a palettizer shader to images. Version 3 is the work of refining the UX over years.
It's built in Godot in GLSL-like shader language and UI tooling.
Southlake, Texas. Performance Engineer, March 2016-August 2019
Performance Testing
Tools Development: Built tools for running, monitoring, and reporting performance tests.
Technologies used: Docker, Linux, Bash, Python, JMeter, Java, Ansible
Plano, Texas. Developer, April 2015 - December 2015
Technologies used: Linux, Bash, Node.js, Jade, Expect.js, Apache
Plano, Texas. Intern, March 2014 - August 2014
Technologies used: Linux, Bash
Southlake, Texas. Intern, May 2013 - August 2013
Technologies used: Linux, Bash, Java, LogStash, Elasticsearch, Kibana
In 2013, I constructed a 3D printer from open-source designs and over-the-counter parts. Today I regularly produce 3D printed keychains and magnets as give-aways for my local community of indie game developers.
Computer Science Spring 2011 - Fall 2014
Studied Systems Programming, Game Programming, AI
Game Design, Fall 2009 - Summer 2010
Core classes, Fall 2008 - Spring 2009