RYAN BROOKS
Software & Game Engineer
Work
A Portfolio of my software projects and involvements including professional, personal, and university work.
A Portfolio of my software projects and involvements including professional, personal, and university work.
Marvel Strike Force
Engineer Intern
June 2023 - Present
A turn-based role-playing mobile game starring a plethora of classic marvel characters.
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Maintained the highest velocity of the intern class & helped deliver a feature by fixing 20+ high-priority bugs in three weeks
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- Wrote and debugged C# scripts in an existing code-base, using data driven design to help surface information to players
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Took engineering responsibility for a new feature, working with designers, assessing cost, and delivering within a few weeks
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A PSX styled horror-fishing game about exploring the depths of an unknown lake and collecting the strange creatures below.
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Developed core gameplay involving player control, fishing control, interaction systems, dynamic physics ropes, etc
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Created and managed game systems including data persistence, audio management, dialogue trees, input binding, and UIs
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Implemented character AI trees for fish including actions such as swimming idly, noticing lures, and fighting the player
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Developed strategies to optimize render times and memory management
A narrative mini-game collection about depression and burnout in college students.
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Scripted a custom dialogue tree with serialized nodes, text file parsing, choices, and tools for use by designers
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Developed several small but polished mini-games including a rhythm game
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Built a series of levels with changing dialogue, sprites, and interactions to show the passage of time
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A Retro horror game about working the night shift at a fast food chain restaurant.
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Implemented a singleton master architecture appropriate for this smaller scale game
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Created simple object transformation tools for dynamic, real-time physics animations with gizmo visualization
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Modeled, textured, and constructed several large interior areas using trim sheets inspired by games like silent hill
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Created a simplified system to handle game progression and scripted events
A 2D, puzzle platforming horror game where you can only see objects if you can hear them.
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Scripted a custom 2D, physics-based character controller using rigid bodies that included abilities like jumping and manipulating physics objects
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Developed a system to only update the rendered position of certain physics objects when a sound has been played nearby
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Created sound visualization systems that updated objects and cleared a "fog of war" based on location and volume of 3D audio
This Was Home
Shot Designer, Tech Engineer
Aug 2021 - Dec 2021
A machinima short-film about technology, sentience, and morality which was created in Unreal Engine 4
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Designed several shots and animated several 3D characters for those shots
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Created and used tools in Unreal along with sequencer to assist visual effects and character animation
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Storyboarded shots and created revisions as project vision shifted
A mini-metroidvania game that serves as an homage to the classics of the genre based around whip combat
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Created unique enemy AI and behaviors on top of a base enemy class
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Developed a system of movement and combat upgrades that modified the abilities of a 2D character
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- Designed levels to challenge the players skills and teach them the mechanics without the use of text tutorials