RYAN BELDESSI
R.BELDESSI@GMAIL.COM
250.893.3845
SKILLS & INTERESTS
Shipped titles with both Unreal and Unity.
Shipped titles for PC, console, VR, and mobile.
Experienced with different languages and environments, notably C++, and C#.
Experienced with version control tools including Perforce, Git, and Plastic.
Self-driven and self-reliant with a delivery mindset.
EXPERIENCE & PROJECTS
Senior Engineer - PrecisionOS
Victoria, BC — April 2021 - February 2025
https://www.precisionostech.com/
At PrecisionOS I built industry leading virtual reality surgical simulations using Unreal Engine. This includes leading design and implementation of new systems and features; refactoring legacy code and blueprint to improve reliability, scalability, and performance; building tools to improve productivity across various teams; and contributing design work on core product functionality. Some of my most notable work is the construction of our localization system; the foundations of our UI systems; and our player and related systems. However, my biggest contribution to PrecisionOS was driving the company’s engineering teams from primarily developing in blueprint to C++.
Duties
Design and implement systems which take advantage of platform specific features while still allowing for cross-platform multiplayer.
Construct networked game systems that allow joining in-progress surgeries.
Design, build, and maintain designer, engineer, and partner focused tools.
Optimize for performance across a variety of hardware.
Debugging both in editor and at runtime on devices.
Driving engineering culture forwards by example and through mentorship.
Programmer - Lightning Rod Games
Victoria, BC — April 2019 - February 2021
http://lightningrodgames.com
As a full-time programmer at Lightning Rod Games, my duties included implementing new systems and mechanics, debugging gameplay and systems, and building tools. Occasionally I contributed design work on things like creating touch controls for A Fold Apart. I also worked on expanding the save system for post-release content, and with iCloud. After A Fold Apart’s release worked on rapid prototyping and constructing pitch decks for future projects.
Duties
Implement UI, gameplay, animations, data structures for saving, and build designer focused tools.
Debugging both in editor and at runtime on devices.
Design and implement unit tests for A Fold Apart.
Lead Unity Developer - Ametsa Media
Victoria, BC — October 2018 - January 2019
https://ametsamedia.com/
As a contracted programmer on an unreleased children’s book application, I constructed systems for saving user data, and dynamically replacing book assets based on user data. I advised on design decisions, and determined technical specifications for art, and optimized art while mentoring and reviewing the work of junior developers.
Duties
Implement UI, gameplay, animations, and data structures for saving.
Determine technical specifications for art assets.
Provide advice on gameplay and UI design.
Programmer - Pretty Weird Games
Victoria, BC — June 2017 - April 2018
As a contracted programmer on Pretty Weird’s unannounced debut strategy title, my work involved the Unity serializer, writing Unity editor extensions, designing and creating tools for designers, and writing code that can manage thousands of simultaneous game objects.
Duties
Implement UI, gameplay, and design tools.
Determine technical specifications for art assets.
Advise on gameplay and UI design decisions.
Lead Programmer - 88 Digital
Toronto, Ontario — November 2016 - May 2017
http://88digital.io
I worked part time as a contracted programmer on 88 Digital's debut mobile title Sugar. My job consisted of more than programming; it was up to me determine technical requirements of assets, advise on design decisions such as the choice to add obstacles, and in general provide guidance on how to launch an app (what needs to be prepared for cert, what features need to be included in apps with IAP, etc.).
Duties
Implement UI and game play.
Determine technical specifications for art assets.
Program animations.
Provide advice on design and additional features, for example including cloud saves to persist character purchases across devices when using the in game currency.
Integrate native code libraries and SDKs for features such as Cloud Kit and Google Play Game Services.
Lead Design & Programming - Double Jump (formerly Dockyard Games)
Victoria, British Columbia — April 2014 - October 2014
http://doublejump.com
At Double Jump, I was a one-man development team. I wrote 100% of the code, developed the art concepts, and wrote the marketing materials for the game Grappling Garry. I designed games and took them from concept to release almost entirely with minimal help or supervision.
Duties
Design mobile games from scratch including mechanics, characters, concept art, designing UIs, and naming.
Program all game systems, UI, etc. using Unity and C#.
Write native code for Android and iOS platforms.
Write marketing materials for mobile games.
EDUCATION
BSc. in Computer Sciences, University of Victoria
September 2010 - April 2016
Notable areas of study included:
Networking
Database design & relational algebra
2D & 3D graphics
Simulations
Concurrency
Machine learning
Music information retrieval
Product design
Project management