Ryan Chew

Software Engineer

Seattle, Washington, United States13 yrs 3 mos experience

Key Highlights

  • Expert in game development and UI engineering.
  • Led teams in high-profile game projects.
  • Proven track record in performance optimization.
Stackforce AI infers this person is a Game Development Engineer with expertise in UI and gameplay systems.

Contact

Skills

Core Skills

Game DevelopmentPerformance OptimizationGame ProgrammingGameplay ProgrammingGameplay EngineeringUi Engineering

Other Skills

Unreal EngineInternal toolingPerformance optimizationsAim assist systemProcedural generationUI integrationGameplay debugging toolsNetworkingAnimation systemsAsset managementGameplay UIProprietary engineXAML implementationProject managementUnity

About

I've always loved playing games, and that love extended to the development of them as soon as I learned I could.

Experience

13 yrs 3 mos
Total Experience
3 yrs 2 mos
Average Tenure
4 mos
Current Experience

Bonfire studios

Software Engineer

Feb 2026Present · 4 mos · Remote

Wildlight entertainment

Engine Software Engineer

Jul 2025Feb 2026 · 7 mos · Greater Seattle Area · Remote

  • Worked in Unreal Engine
  • Developed all our internal tooling and processes for live service patch shipping
  • Content developer tools for tagging content for specific release schedules/dates
  • Validation tools to capture content that may ‘leak’
  • Extensive user and technical documentation for ‘how to use’ and ‘how it works’
  • Worked with build & automation engineers to deploy patch-specific builds for playtests and shipping
  • Performance optimizations
  • Improved UI performance through enabling, fixing and changing UE global invalidation
  • UE Wwise load-time optimization
Unreal EngineInternal toolingPerformance optimizationsGame DevelopmentPerformance Optimization

Netflix

Senior Games Engineer

Aug 2023Jul 2025 · 1 yr 11 mos

  • Worked in Unreal Engine
  • Developed an aim assist system for 3rd person aiming
  • Developed deterministic procedural generation system for static and dynamic objects populating the world
  • Placement and preview tooling for content creators
  • Seeded randomization for deterministic reproducibility and network bandwidth savings
  • Worked closely with designers to extend the perception system to handle stealth awareness mechanics
  • Managed the P4 merging and integration of project’s Unreal Engine upgrades
  • Integrated Rive in Unreal and a separate web app, designing and engineering UIs for both
  • Worked with Rive developers to provide input and feedback on game UI usage and tooling
  • Developed a custom UE plugin for FlatBuffer integration
  • Developed a tool to generate flatbuf message schemas from Unreal objects
  • Direct flatbuf data serialization/deserialization from/to Unreal objects
  • Developed in-engine and remote gameplay debugging tools
Unreal EngineAim assist systemProcedural generationUI integrationGameplay debugging toolsGame Programming+1

Probablymonsters

Lead Gameplay Engineer

Feb 2022Aug 2023 · 1 yr 6 mos

  • Lead for the gameplay and UI groups, managing a team of 3 engineers
  • Worked in Unreal Engine
  • Evaluated and implemented middle-ware for roll-back networking solution
  • Developed evaluation plan, identify short and long-term risks, identify content authoring benefits and drawbacks
  • Worked closely with designers to prototype new gameplay ideas with simple authoring tools
  • Developed rudimentary build deployment scripts for internal playtests
  • Worked closely with animators to develop character animation setup
  • Implemented efficient roll-back friendly animation systems
  • Developed asset management system for simple, efficient run-time asset loading
  • Developed debug tool foundation to support quick-to-implement game debuggers
Unreal EngineNetworkingAnimation systemsAsset managementGame DevelopmentGameplay Engineering

Blizzard entertainment

4 roles

Lead Features Engineer (Overwatch)

Promoted

Jan 2016Nov 2021 · 5 yrs 10 mos

  • Managed a team of 7 engineers (4 local, 3 remote), working in proprietary engine
  • Responsible for wide-ranging aspects of gameplay UI feature engineering from concept to release
  • Worked closely with UX designers and artists to create highly stylized UI systems
  • Worked closely with server engineers to integrate server-side systems
  • Worked closely with producers to manage project planning, schedules and estimations
  • Developed UI systems using an in-house XAML implementation for OW1
  • Oversaw and aided in the development of an in-house proprietary UI language, tools and systems for OW2
  • Led the development of all features for Overwatch 2
  • Managing the features team internal and public reveal milestones
  • Worked with gameplay designers to develop intuitive character-specific and objective HUDs
  • Led and produced multiple prominent player-facing features
  • Oversaw and aided the development of prominent player-facing live and upcoming features
  • ImGui development tools for UI memory usage profiling and server stack configuration management
Gameplay UIProprietary engineXAML implementationProject managementGame DevelopmentUI Engineering

Software Engineer (Hearthstone)

Promoted

Apr 2014Dec 2015 · 1 yr 8 mos

  • Worked in Unity
  • Responsible for all aspects of client UI engineering
  • Shipped multiple expansions and adventures
  • Worked closely with designers to develop multiple end-to-end features
  • Developed all client UI implementations of the mobile version
  • Primary client engineer for multiple notable player-facing features
  • Generic “Adventure UI” system for use by all Hearthstone adventures
  • Filtering systems for card management
  • “Deck recipe” system for designer-made deck templates
  • Several in-house systems to improve the workflow of building 3D UI
  • Built Unity editor tools for managing card data
  • Expanded on the Hearthstone card pack store to accommodate for new adventures and expansions
  • Redesigned and refactored the card management system for ease of use and greater flexibility
UnityClient UI engineeringMobile developmentGame DevelopmentUI Engineering

Software Engineer

Mar 2014Apr 2014 · 1 mo

  • Credited:
  • Diablo III: Reaper of Souls
  • Worked on Battle.net app team:
  • Developed internal test automation platform, managing VMs, workers and test suites for testing product delivery tools
  • Developed, designed and documented tools and testing platform to serve as central hub for internal tools
Test automationInternal tools

Associate Software Engineer

Sep 2012Feb 2014 · 1 yr 5 mos

  • Credited:
  • StarCraft II: Heart of the Swarm
  • Hearthstone
  • Worked on the Battle.net app and distribution teams:
  • Helped build on existing systems to deliver the best download/install/patch experience for players
  • Developed new tools to simplify and automate internal product testing and verification
  • Identified testing/development process bottlenecks and implemented flexible, scalable solutions
Download/install/patch systemsInternal product testing

Ubisoft

Programmer Intern

May 2009Jul 2009 · 2 mos

  • Responsible for prototyping and designing UI interfaces for the online components of the Ghost Recon Online (PC) title.
UI interfacesPrototyping

Education

Technical Management Program at UCLA Extension

Jan 2021Jan 2021

DigiPen Institute of Technology

BSc

Jan 2010Jan 2012

DigiPen Institute of Technology Singapore

BSc — Real-time Interactive Simulations

Jan 2008Jan 2010

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