Ian Snyder

I’ve been a game developer for over 15 years, with extensive gameplay programming and design experience in Unity and Unreal. I've shipped 9 games as an indie developer and at large studios, and I've provided advanced technical consultation for AAA studios.

My specialties are creating rapid prototypes and optimization. I communicate easily across disciplines because of my skills in all aspects of game development.

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Software & Skills

Software

Unity: C# & Javascript
Unreal Engine: C++ & Blueprints
Blender: Python
OpenGL
Objective-C
AS3
Visual Studio & Rider
Git, SVN, Perforce

Skills

B.S. in Mathematics
Topology, Linear Algebra, Calculus
Vectors, Matrices, Trigonometry
Advanced physics
Optimization
State Machine AI
Agile team management
Professional mentorship
Strong documentation skills

Studio Nisse

UE5 Vehicle Game - Gameplay Engineer

Unreal Engine 5 | C++ | Blueprints | 3D | Physics | AI | Cross-platform Console
Unreal
  • Sample code on my GitHub
  • I'm currently coding a physics-based vehicle game using C++ and UE5. I'm working towards an integration of the Jolt physics engine in UE5 as an alternative to the new Chaos physics system. Jolt can be more performant than Chaos and PhysX, and some devs have not been happy with the switch to Chaos, so I'm interested in seeing if there are significant differences between Chaos and Jolt in a real project.

    I am using UE5's Enhanced Input system.

    Skycadia - Gameplay Engineer

    Unity | C# | 3D | Physics | AI | Cross-platform Console | Project Management
  • Sample code on my GitHub
  • Developed and published a physics-based flying sim for Nintendo Switch, Xbox Series X|S & One, and Steam
  • Programmed with a single code base using Unity and C#, with some C++ for console support
  • Created state machine flight AI for physics-driven allies and enemies
  • Programmed and debugged online features and saving/loading functionality for all platforms using asynchronous techniques and coroutines
  • Optimized physics and rendering to support a wide range of platforms
  • Developed code, editor tools, and UI to support creation of customizable pilots, ships, and weapons
  • Trained and mentored over a dozen interns in all aspects of game development, including C# programming for complex interconnected game systems

  • Tactics Game Template - Gameplay Engineer

    Unity | C# | 3D | AI | Complex Gameplay Systems | UI
    Woodland Tactics
    I developed a robust FFT-style game template with these features:
  • Sample code on my GitHub
  • Unit Jobs, Abilities, and Clan systems
  • Turn-based AI opponents
  • Equipment system for Accessories, Armor, and Weapons
  • 2D skeletal animated characters in a 3D world with math-driven computation of rendering sort-order
  • Tile-based movement with A* pathfinding
  • Complex menu UI with unit management

  • Dreadmark Racing - Gameplay Engineer

    Unity | C# | 3D | Vehicle Physics | Vehicle AI
    Dreadmark Racing
    Dreadmark Racing is a fantasy-themed rally racer that's been put on hold, but has these features:
  • Vehicle anti-rollbar functionality
  • State machine-based open-world driving AI, including Waypoint support
  • Wheel suspension
  • Engine gear shifting system
  • Drifting, handling jumps and uneven terrain
  • Melee and ranged vehicle combat system
  • Item trading system

  • Brownie: Spirit of the Woods - Gameplay Engineer

    Cocos2D | Objective-C | Box2D Physics | iOS
    Brownie: Spirit of the Woods
    Brownie: Spirit of the Woods is a game my wife and I developed together for iOS. All of the art for the game is photography of hand-stitched embroidered cloth, including the custom font. The game was featured as Kotaku's App of the Day.
  • Programmed a physics-based 2D flying game with Objective-C
  • Dynamically created environment for an endless flying experience
  • Handled memory allocation and deallocation
  • Programmed proper audio handling to work with OS on mobile
  • Implemented Game Center achievements

  • Unity

    Trainer for North America

    Unity | C# | 3D & 2D | Physics | Profiling | Optimization | Memory Management | Mentorship
    Unity
    • Led dozens of advanced training workshops for AAA and indie game studios, and AEC clients covering C# programming, physics, memory management, Addressables, optimization, debugging, writing readable maintainable code, and more
    • Taught rapid prototyping techniques using C# and Unity
    • Led trainings and provided technical support for enterprise partners in the automotive industry
    • Unity Forma product configurator expert

    Metropolitan Community College

    Lead Faculty of VR/AR & Game Development

    Mentorship | Leadership | Project Management | Unity | Unreal | 3D & 2D | Physics
    Unity
    • Led and programmed a collaborative VR/AR project in Unity & C# between multiple industries for public exhibit at the Kaneko art gallery
    • Developed multiple UE4 VR projects with HDR, a multinational architecture firm
    • Co-developed, with students, winning game Abyss in the DreamHack game jam
    • Developed a Unity C# app for the Microsoft HoloLens

    NCSoft

    Criminal Empire - Senior Game Designer

    Unity | C# | 3D | Rapid Prototyping | Animation | Leadership | Project Management | JIRA

    I was brought on to course-correct the combat system for a title that had been in development for over 2 years.
    I was responsible for the technical implementation of all combat systems, working across disciplines to support thousands of character variations, combat abilities, UI and UX, etc.

  • Programmed new combat system using state machine representation
  • Reduced complex existing code base to simplified and more efficient version
  • Technical implementation of abilities, interaction, and UX
  • NCSoft

    Doña Ana Community College

    Lead Faculty of Game Development

    Leadership | Project Management | Unity | C# | 3D & 2D | Rapid Prototyping | Animation
    Unity
    • Served as Principal Investigator on a successful National Science Foundation grant, where I programmed a Virtual Reality application used for pain management in healthcare using C# and Unity
    • Spearheaded the Crytek VR First lab, the first community college location in the world
    • Collaborated with Virgin Galactic to create VR experiences
    • Organized site for the Global Game Jam 2016, with 35 jammers and 10 games produced

    Gameloft

    Game Designer & Lead Environment Artist

    Leadership | Proprietary Engine | Unreal | C++ | 3D | Rapid Prototyping | Physics | JIRA
    Unity
    Winner: Battle of the Studios
    • With Mark Desmarais, we won a live 7 hour game jam on the show floor of the Montreal International Game Summit against several teams of professional devs from other studios like Square Enix
    • Created a first-person tower defense game that recorded and played back the player's input, so the player "programmed" the tower's shooting. Mark implemented the recording and playback functionality, while I created enemy AI and player interaction.
    Gangstar Vegas
    • Designed and executed technical implementation of the game’s massive AI features
    • Led a team of technical game designers in creating and maintaining the world’s navmesh and followed up with police AI and difficulty balancing in the open world context, including weapon tweaking, vehicle behaviors, and more
    Asphalt 7: Heat
    • Contributed to overall vision for the project, as well as design for menus, career progression, etc.
    • Created a C++ & OpenGL prototype for AI best lines using the existing code base
    • Technical expert for the design team
    Gangstar Rio
    • Led a team of technical game designers in implementation of open-world AI and collision
    • Third person combat system design
    Asphalt 6: Adrenaline
    • Technical expert for the design team
    • Managed and mentored a team of technical game designers
    Dungeon Hunter 2
    • Helped design of the tile-based system used for the levels
    • Created memorable environments used throughout the game
    GT Racing: Motor Academy
    • Managed a team of artists for track creation, and worked closely with programmers for technical constraints
    • Designed and created art for most tracks

    Game Jams & Personal Projects

    I habitually make rapid prototypes and small games 😁

    Rapid Protyping | C# | Objective-C | 3D & 2D | Physics
    Unity

    The End

    You've reached the end of my portfolio! I really appreciate you taking the time to take a look -- please connect on LinkedIn and shoot me a message to chat 😁

    All the best,
    Ian

    Orbital Drift