
RYAN STANLEY
After Arkane Austin's closure I joined the team at WolfEye on their second project. Not much has been announced but I have furthered my career in tech design, gameplay programming, and tools development for the upcoming sci-fi rpg.
WolfEye

In 2021, I got the dream opportunity to work with the talented team at Arkane Austin on Redfall. As a technical designer, I built systems and supported the level design team, working extensively on missions like "One of Us," featured here.
I am enormously proud of the work we accomplished together on this game.
Redfall
Fortnite
As a technical designer at High Voltage Software, I've had the opportunity to design and program for one of the most popular games in the world while co-developing Fortnite with Epic Games. Working primarily in Unreal Engine 4, I develop robust gameplay and UI systems using both Blueprint and C++.

Longshot: Homecoming
As a contract technical designer with EA Sports, I collaborated with the Madden team on Longshot: Homecoming. Utilizing the Frostbite Engine's visual scripting tools, I partnered with designers to bring gameplay scenarios to life. I also worked closely with audio engineers to seamlessly integrate commentary into our segments, modifying in-engine cutscenes to match the dialogue, and stepped in to assist the art team by animating background characters for enhanced immersion.
Oracle is a tactical rpg where the player can use precognition to overcome overwhelming odds. Initially, I was a game designer for the project, writing backstories to characters and designing the loot system. After a programmer left the team I became a full-time programmer to fill the gap and programmed the Inventory system, combat UI, and shopkeep systems.
Oracle
The Draft
The Draft is a VR game that blends the strategic elements of an RTS with a melee combat game where the player plays in a futuristic sport. I joined this team mid-production, giving me a new challenge in onboarding myself and getting acclimated to their team dynamic. I primarily worked with the sound engineer, writing and implementing the audio to enhance the immersion and feel of being a competitor in the arena. I also worked with the lead artist to design the UI elements to make them feel more sports like. My IT experience played a role on this team as well as I was tasked with finding and fixing numerous bugs and helping set up computers for playtesting.
Time Ripples
Time Ripples is a short game in which the player is tasked with stealing precious artifacts from a spaceship using time-altering powers. This was a two-person project with myself and a level designer. I programmed the entire game and designed the time mechanics: Reverse Time, Slow Time, and Speed Time. The most challenging one was Reverse Time since it involved creating a system in which keyframes were recorded and played back in reverse on the player’s input. I also created several tools in C# that allowed my partner to modify variables on the fly. If you’re wondering who those talented voice actors are, they’re us! We recorded it all ourselves, leading to the sometimes awkward, sometimes funny, banter.