Ryan Carpenter's Portfolio

Gameplay Programmer and Simulation Programmer with a background in procedural programming, multiplayer, combat systems, and technical design.

ABOUT

Gameplay Programmer and simulation engineer with experience developing games independently and in collaboration with studios. Published to multiple platforms including desktop, web, and mobile. Specialized in procedural generation, gameplay systems, and shaders. Track record leading cross-functional teams on full development cycles.

Programming

  • Core Languages: C#, C++
  • Other Languages: HLSL, Dart, Python, Java
  • Applied Skills: Procedural Generation, Gameplay Systems, Mobile Development, Shaders

Game Development

Education

Experience & Volunteering

PROJECTS

Labyrinth — Procedural Dungeon Generator

Nov 2024 - Present

The Labyrinth is an interconnected procedural dungeon generation algorithm built in Unity/C# that creates seamlessly joined, thematically distinct 3D areas without loading screens. Most procedural dungeon generators start from randomness and filter for playability. This one starts from intent. A designer authors a node graph describing rooms, roles, and connections. Those rules are converted into "Blueprints" and parsed later using recursive descent to generate the rooms.

Oddinary Farm — Multiplayer Farming Sim

May 2025 - July 2026

Oddinary Farm is a 2D arcade-style co-op farming game that was made in Unity/C# using Netcode For GameObjects and Steamworks Facepunch. Players can plant crops, build defenses, and explore a procedurally generated landscape. Created with a small team of college graduates, Spring Rolls Studios, the game has over 400+ wishlists and won Best Presentation, Kaedim Indie Showcase at GDC.

Future Scape — VR Career Explorer

Jun 2024 - April 2025

Developed for Enterprise Technology, this virtual reality career explorer targets primary and middle school students. It features a variety of minigames exploring careers like pharmacology, manufacturing, forensic science and more. I solely created the pharmacy, manufacturing, and urban planning minigames.

Rogue Nebula — 3D Top-Down Bullet Hell

June 2023 - July 2023

Developed for the Video Game Development Club's summer session, this game challenges players to survive endless waves of enemies in pursuit of a high score. Inspired by classic arcade titles like Galaga, Defender (1981), and Space Invaders, the game features an ability system, dynamic progression system, reactive UI, vibrant effects, and varied enemy behaviors.

HLSL Shaders

Jan 2025 - May 2025

Compilation of shaders I've created in HLSL using the Monogame Framework.

Unstable Star

Sept 2023 - May 2024

Developed for the Video Game Development Club's 2023-24 session, this game tells a comedic and heartwarming story of a lowly guard challenging a galactic empire. Travel through three variable levels including dynamic objectives and challenging boss fights. Players journey through three diverse levels with dynamic objectives and challenging boss fights. The game features a full animated dialogue system, weapon and ability inventory, a responsive UI, vibrant sounds and VFX, and varied enemy behaviors.

The Devil's Diner

April 2024

First built in 72 hours with a small team for Ludum Dare Game Jam #50, then extended into a Unity build for iOS and Android. In this game the player is doomed to make meals for demons in Hell's most treacherous kitchen. I implemented core gameplay systems including a crafting system, interactive UI, leaderboard, cutscenes, and level progression. Adapted controls and UI for touch input during the mobile port.

CONTACT