Ryan J Smith

Multiplayer Gameplay Engineer | Unreal Engine 5

Role
Multiplayer Gameplay Engineer Unreal Engine 5 at Playnet, Inc
Location
Concord, NH, US
LinkedIn followers
500 followers

About Ryan J Smith

Unreal gameplay engineer with 10+ years building combat systems, core mechanics, and multiplayer features in Unreal Engine 5. Shipped titles include WWII Online: Chokepoint, Perception, Bacon Man, and Shadows of the Lost (alpha). Previous background includes building large-scale VR/AR simulators at Raytheon developed in Unreal.I specialize in designing scalable gameplay systems that bridge mechanics, AI, UI, and networking. My work spans multiplayer replication, performance optimization, spatial audio integration, and combat-driven feature development across PC, console, and simulation environments.At Raytheon, I contributed to multiplayer VR/AR training systems including missile guidance simulators and maintenance trainers, translating complex real-world systems into interactive real-time applications. In commercial game development, I focus on delivering responsive combat, data-driven gameplay architecture, and player-facing systems that ship.Core strengths include Unreal Engine 5 and C++ gameplay architecture, multiplayer replication, AI systems (Behavior Trees, EQS), UI integration, backend API integration and deployment, performance profiling, and cross-discipline collaboration with design, animation, and audio teams.

Experience

  1. Multiplayer Gameplay Engineer Unreal Engine 5

    Playnet, Inc

    Apr 2025 — Present · Concord, NH, US

    Implemented and iterated on core gameplay systems for a large-scale WWII multiplayer FPS in Unreal Engine 5 (C++ & Blueprints), spanning combat logic, UI workflows, spatial audio integration, and networked feature development.Designed and built a full pre-spawn loadout customization system from the ground up, integrating new UMG widgets into the HUD and connecting them to underlying gameplay systems and replicated state via C++ and Blueprint logic.Optimized multiplayer audio and replication pipelines for 3D spatial sound (footsteps, gates, environmental effects), implementing attenuation tuning, concurrency controls, and ambient volume logic to improve clarity and performance in networked sessions.Profiled and reduced gameplay and audio CPU bottlenecks using UE5 tools (Stat Unit, Stat Game, Stat Net, Stat Scene Rendering), minimizing Blueprint tick overhead and improving multiplayer responsiveness.Diagnosed and resolved a gameplay-critical weapon state bug by correcting Blueprint event flow and collision overlap handling, restoring reliable pickup and firing behavior.Collaborated cross-functionally with animation, audio, and UI teams to align gameplay systems with visual timing, sound cues, and player-facing feedback, ensuring cohesive combat and interaction experiences.

Education

  • Virginia Tech

    Computer Science

  • Southern New Hampshire University

    Bachelor of Science - BS, Game Programming, Mathematics, 3D Modeling

Skills

  • Game Design
  • Quality Assurance
  • Bug Tracking
  • Unreal Engine
  • Unity3d
  • C#
  • C++
  • Javascript
  • Java
  • Zbrush
  • Computer Repair
  • Windows 7
  • Windows Xp
  • Computer Hardware
  • Wireless Networking
  • Mac Os
  • Comptia a+
  • Comptia Network+
  • Windows Vista
  • Windows 8.1
  • Windows 10
  • Ios
  • Droid
  • Linux
  • Microsoft Access
  • Microsoft Visual Studio C++
  • Iphone
  • Samsung Galaxy
  • Vpn
  • Network Attach Storage Devices
  • Intuit Quickbooks
  • Adobe Photoshop Cc
  • Substance Painter
  • Autodesk 3ds Max 2016
  • Autodesk Maya 2016
  • Tortoise Svn
  • Ubuntu 14.04
  • Inform 7
  • Construct 2
  • Marmoset Toolbag 2

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Ryan J Smith — Multiplayer Gameplay Engineer Unreal Engine 5 at Playnet, Inc in Concord, NH, US | Unifers