ryanjuckett@ryanjuckett.com
www.ryanjuckett.com
Ryan Juckett – Programmer
Bellevue, WA
Work Experience
2011-Present
Bungie
Bellevue, WA
Destiny (PS4, Xbox One, PS3, Xbox360)
- Lead Sandbox Engineer
- Online first person shooter
2007-2011
High Impact Games / Bionic Games
Burbank, CA
Dreamworks Super Star Kartz (Xbox360, PS3, Wii, 3DS)
- Director of Technology & Lead Designer
- Kart racing game
Phineas And Ferb: Across the 2nd Dimension (Wii, PS3)
- Director of Technology
- Third person action game
Canceled (Xbox360)
- Director of Technology
- Racing game prototype
Spyborgs (Wii)
- Senior Programmer
- Third person action game

Led and scheduled a team of programmers to develop an engine, tool chain and gameplay logic flexible enough to
simultaneously support the hardware needs of four consoles (X360, PS3, Wii, 3DS) along with PC support for the
development team.

Managed the interview process for programming, design, and QA positions. This included reading resumes,
writing and distributing offsite tests, phone interviews, and in person interviews.

Wrote game concept documents (along with pitching them to publishers), game design documents and technical
design documents.

Performed both code and level design reviews to ensure the team was working in harmony, at the desired quality
and on track to meet deadlines.

In addition to management roles, I led the code architecture and programming process. The following are some of
the areas I was highly involved in.
- Tools
o Geometry builder (exported from Maya)
o Animation builder (bones and morph targets exported from Maya)
o Maya gameplay editor plugins and MEL scripts
o Navmesh builder (from Maya geometry)
o Data reflection system and real time editor of reflected data
o Asset dependency system
o Cross platform data driven material system integrated into Maya
- Game/Engine
o Lighting models and graphical effects on X360, PS3, Wii, and 3DS
o Particle effects (programming and design)
o Component based entity architecture
o Container library
o Memory management system
o Math library
o Animation graph, blend shapes and inverse kinematics
o Car dynamics simulation including magnetic surfaces
o Collision system and rigid body simulation
o AI navigation, motion, and logic
o
o
o
o
o
2007-2009
Player control and abilities
Input system including gesture detection
Immediate mode GUI architecture
Camera system
Optimization (GPU and CPU)
Los Angeles, CA
Independent Contractor
Contracted at multiple companies to develop and consult on artificial intelligence systems, develop
gameplay systems, optimize existing codebases, and meet deadlines.
2007
Newport Beach, CA
Offset Software
Position: Senior Programmer
Projects: Project Offset – First/third person shooter (PC, Xbox360)
Offset Engine – Game engine (PC, Xbox360)
- AI system (navigation planning, goal-oriented action planning, combat logic, visibility system for automated
cover detection, sensory systems, motion, ai editor, and visual debugging tools)
- Memory management system
- Interactive profiler
- Container system
- Threading architecture
- Porting the engine to the Xbox 360
- Integration of AGEIA PhysX
- Graphics optimizations (asynchronous rendering, optimizer of artist developed shaders)
- Consulting licensees on how to take full advantage of the technology.
2006-2007
Pandemic Studios
Westwood, CA
Position: Programmer
Projects: Saboteur – Third person shooter (Xbox360)
Camera system, player control, animation system, tools optimizations
2004-2006
Neversoft Entertainment
Woodland Hills, CA
Position: Programmer
Projects: Tony Hawk’s Proving Ground – Skateboarding game (PS3, Xbox360)
Tony Hawk’s Project 8 – Skateboarding game (PS3, Xbox360)
GUN – Third person shooter (PS2, Xbox360, Xbox, GC, PC)
- AI system for cross project use (GUN and the Tony Hawk games) including behavior logic (e.g. combat,
searching, skateboard tricks), motion control, sensory systems, item system, voice logic and vehicle management
- Concurrent hierarchical finite state machine system (used by the AI, player control, and UI)
- System for node based world interaction points for AI
- Animation blending and animation derived motion
- Low level container system and memory management classes
2003
Whatif Productions
Boston, MA
Position: Programmer
Projects: GameProcessor – Game engine (PC)
- Automated generation of texture coordinates for non-photo realistic rendering effects on morphable
meshes.
- Refined quaternion library and skeletal animation system.
- Automated generation of levels of detail for the physics and visual display of morphable meshes.
1997-2002
CommuniCom
Bourne, MA
Position: Web Developer
Designed and developed web sites using HTML, ASP, PHP, JavaScript, SQL, and Flash.
Education
2000-2004
B.S. in Real Time Interactive Simulation (Computer Science)
DigiPen Institute of Technology
Graduated April 2004
Awards:
Kisses – 3D Social Simulation (PC)
2005 Independent Games Festival Open Category Finalist
Mall Monster – 2D Survival Horror (PC)
2003 Independent Games Festival Student Showcase Finalist
Skills
Languages
C / C++
C#
HLSL / CG
JavaScript
PHP
HTML
SQL
ActionScript (Flash)
APIs
X360
Wii
3DS
PS3
DirectX
OpenGL
PhysX
Wwise
Scaleform
Bulet Physics
Unity
Programming Tools
General Tools
Graphics Tools
Microsoft Visual Studio
Perforce
SVN
PIX
GPAD
MonoDevelop
Microsoft Word
Microsoft Excel
Microsoft PowerPoint
Microsoft Visio
Adobe Photoshop
Adobe Illustrator
Autodesk 3ds Max
Autodesk Maya
Macromedia Flash
Download PDF