About Me:

I’m Ryan Millen and I’m and Engineer that’s been making projects with Unity in some capacity for 6+ years now. 

I found Unity installed on a computer during an introduction to programming course in highschool and have found myself accumulating more and more time within the engine. Eventually I found myself enrolling at the Academy of Interactive Entertainment, graduating and moving into the industry. Now when I’m not working during the day I’ll sometimes find myself making a new Tool to fix an issue I have with the default Unity systems, or making a quick project just to test something I’ve never had to do before to learn new systems.

 

Featured Projects:

Deepcover

Deepcover is a mobile game created in collaboration with the National Science Foundation as part of a larger project called DART. DART’s goal is to help the elderly identify and avoid scams. Deepcover was designed to provide an entertaining environment to learn about how common online scams work, and link out to more detailed information on the DART website.

My Responsibilities:

  • Creating 3 of 4 the playable minigames.

  • Creating base minigame structure.

  • Optimizing internal framework systems.

  • Config asset tooling.

  • Creating original adaptive difficulty system.

  • Responsive UI Implementation.

The Ordering Trail

The Ordering Trail was created during a studio-held game jam at Whitethorn Games. This game was based on an inside joke about our occasional group trips to lunch. We decided to go further with the joke and try to think of as many ways that our trips could go wrong, and then wrap them up in an Oregon Trail inspired package.

My Responsibilities:

  • Building the system that handled trip events

  • Final pass on UI integration.

 

Artemis Reigns

Artemis Reigns was my final project at AIE, and was a collaboration with other students. We decided to make a game about a world where plants are corrupting everything. The player is tasked with going out into the world to try and figure out what is causing the corruption, fighting bosses and upgrading their weapons along the way.

My Responsibilities:

  • Modular Actor systems used on player and enemies.

  • Enemy Navigation that supported random map generation

  • Behavior systems for two unique bosses

  • Checkpoint based save slots

  • Random tile based map generation system

  • Enabling occlusion culling with our non static map tiles