About Me:

I’m Ryan Millen and I’m an 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 high school 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 even dabbling in entirely new engines and systems outside of Unity.

 

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 an adaptive difficulty scaling system.

  • Responsive and accessible UI Implementation.

Untitled Space Game (Solo WIP)

This is a project I’ve been working on in my free time. In this game the player(s) are tasked with missions in a similar structure to games like Deep Rock Galactic. In these missions the player(s) will be able to fly around in a ship to find and complete mission objectives such as taking down bounties, collecting scrap, and recovering cargo. Once the team is extracted they will receive a reward, based on the mission objective and loot collected along the way, and use it to upgrade their personal tools and ship.

Notable features:

  • Full 6 degrees of movement for players and ships

  • Multiplayer

  • Modular Level Generation

 

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 the 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