
RYAN STANLEY
Redfall
In 2021, I began my dream job working at Arkane Austin, a studio that had long inspired me with player-driven titles like Dishonored and Prey. Joining the Redfall team as their third technical designer, I helped shoulder a significant technical burden. Though the studio's closure eventually led me to new adventures, I left armed with invaluable experience, having authored numerous shipped systems, resolved final-release cert and accessibility bugs in C++ and Blueprints, optimized frame rates using Unreal Insights and PIX, and integrated external support studio work.
Key Systems & Contributions
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"One Shot" System: Built a complete open-world streaming and persistence system enabling designers to create one-off encounters that maintain state across relogs, manage spawning, and use dynamic beacons to draw players in. I also developed Python, Blueprint, and C++ tools to automate asset creation and world hookup.
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God Fight Manager: Owned and expanded the core system handling all four boss encounters—managing level streaming, door gating, and objective tracking—while prototyping and maintaining strict no-respawn zones paired with UI and codebase updates.
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UI Team Support: Delivered critical shipping accessibility options and login flow updates, while overhauling the UI architecture to support an offline mode and pausing for an unreleased patch.
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Performance Optimization: Utilized Unreal Insights and PIX to diagnose bottlenecks, collaborating with the tech art team to claw back crucial milliseconds on frame times to hit 60 FPS.
