R Y A N     M E D E I R O S

Engine Programmer

Game Experience

Duke Nukem Forever, PC, Xbox 360, & PS3 (engine programmer – Gearbox Software) October 2010 – June 2011
  • Optimized engine performance for both single- and multiplayer across all platforms
  • Reduced network bandwidth requirements
  • Improved stability and reduced memory footprint
Graffiti Wars, iPhone (team of 4, main programmer – Triangle Studios) June – September 2010
  • Developed and deployed game server running Rails on Apache
  • Assisted in design of game, mechanics and system
  • Created iPhone application
Maglev, Unreal Development Kit (team of 15) December 2009 – May 2010
  • Designed and implemented magnetic simulation in physics system
    • Player treated as a magnet with user control of polarity
    • Custom KActor and InterpActor classes
    • Magnetic field regions affecting all magnets within
  • Wrote custom camera and input systems
Card Crazy, Android (sole creator) January – March 2010
  • Created custom 3D graphics including animations and particle effects
  • Utilized the Android NDK with embedded C OpenGL implementation
Devour, Torque X 2D (team of 4, sole programmer) March – May 2009
  • Created 2D platformer utilizing state (aura) based gameplay
  • Debugged The Guildhall’s Platformer Starter Kit and Torque extensively

Technology Experience

Unreal Engine 3 September 2010 – Present
  • Worked on PC, Xbox 360 and Playstation 3 platforms
  • Profiled & Tuned performance
Custom Rendering Engine – 3D
March – December 2009
  • Supported both OpenGL and Direct3D, selectable from a configuration file flag
  • Implemented first order physics simulation with rigid body dynamics
  • Loaded Quake III BSP maps with multi-texturing (light maps) and ray-casting support
  • Created custom streaming model system optimized with single-read loading of all data including textures; imports 3DS Max models
  • Wrote particle system, frustum culling, optimal minimum bounding sphere, multiplayer gameplay, and custom shaders including normal- & height-maps
Concurrent RTS Simulation October – December 2009
  • Implemented a multiple-producer, multiple-consumer, lockless, thread-safe FIFO implemented as both a linked-list and a ring-buffer
  • Designed and created an efficient state management across multiple threads
Custom Scripting Language & Compiler August – October 2009
  • Implemented a custom scripting language with non-homogenous vectors and maps
  • Utilized weakly-typed variables which interacted with my 3D engine
  • Implemented virtual machine
Landscape Level-of-Detail May – July 2009
  • Supported upwards of four thousand vertex landscapes in real time
  • Implemented dynamic LOD with intrinsic detail and stitching between LOD levels
  • Wrote dynamic normal lighting in both OpenGL assembly and D3D HLSL
  • Implemented quad-tree scene graph for frustum culling
Custom Memory Manager October 2009
  • Created custom memory manager with debugging support and memory partitioning
  • Designed to track usage statistics and find memory errors
Custom Rendering Engine – 2D January – April 2009
  • Recreated Devour in my own engine
  • Implemented sprite-sheet animation using alpha channels
  • Created support for parallax backgrounds
  • Implemented box-box and triangle-box collision

Related Experience

Engine Programmer
Gearbox Software
September 2010 – Present
Triangle Studios
July – September 2010
Manager of Information Technology
Silicom Ventures, LLC
March 2007 – December 2008
Supervisor and Swim Instructor
Sutton Swim School, Incorporated
August 2004 – November 2008


The Guildhall at Southern Methodist University
Certificate in Digital Game Development, specialization in Software Development
GPA: 3.7
January 2009 – May 2010
De Anza College
GPA: 3.5
January 2004 – December 2008


Pillars of the Community Student Leader Honoree
Hillel of Silicon Valley
April 2006
National Merit Scholar May 2002
President’s Scholar
California State University, Fullerton
August 2002

Programming Knowledge

C/C++, Java (JSP, Servlets, JDBC), C#, Win32, DirectX9, OpenGL, OpenGL assembly, HLSL, STL, UnrealScript, Debugging, Linux, Ruby, Rails, Android SDK, Nintendo DS (NDS), Assembly (MASM), XNA, PERL, Oracle PL/SQL, BSP, Quad-trees and Oct-trees, Real-time physics, Quaternion, Version control (SVN), Networking, FMOD (sound), Lighting, HTML, CSS, XML, SCRUM, Threading, Adobe Photoshop, 3DS Max, Rigid body dynamics, Particle systems, Numerical integration, Linear algebra, Scene graphs, AI/Path finding, Visual Studio 2008, Eclipse, Microsoft Office 2007 (Word, Excel, Project, PowerPoint, Visio)