Ryan Hill
Senior Full Stack Engineer
Available
I am a senior full stack engineer and designer with ten years shipping production web, mobile, and desktop software end to end. I build interfaces in React, Next.js, and TypeScript, and the backends, realtime layers, and APIs behind them in Node, Rust, Supabase, Postgres, gRPC, and REST. Recent work includes a cross-platform remittance app that moves money from the United States to Latin America.
Games are where I started and where I still work. I have shipped mobile titles on the App Store and Google Play, led engineering teams, built realtime multiplayer networking, and deployed location-based AR across cities in Canada and the United States.
I am the sole developer behind Worldstone.dev, a realtime collaborative RPG design platform. It runs as a Rust desktop app under Tauri, syncs multi-user editing through Yjs CRDTs and Supabase, generates content with streaming AI, and exports straight into Unity, Unreal, and Godot.
I hold an Advanced Diploma in Video Game Design, so I design the work as well as build it. I take projects the whole way, from architecture through to a polished, shipped product.
Experience
Senior Front End Engineer at Stealth Startup
Jul 2024 to now
- Built a cross-platform mobile app in React and Next.js, packaged with Capacitor to ship one codebase to iOS, Android, and the web as a PWA.
- Built the responsive interface in Tailwind CSS with custom theming, consistent layout, and reusable components.
- Integrated authentication, deep linking, and persistent sessions across every environment.
- Built KYC and AML verification workflows on Plaid, coordinating backend metadata with frontend state across gRPC services.
- Made critical gRPC requests offline-aware, with fail-fast handling and clear feedback through modals and alerts.
- Designed table components with dynamic filters and context-driven layout, built on session context hooks.
Lead Developer at Exar Studios
Sep 2020 to Jul 2024
- Led four developers building location-based AR and audio experiences that drew foot traffic and told site-specific stories.
- Implemented core gameplay systems: in-app purchases, cosmetics, ad integration, economy balancing, and monetization flows.
- Designed and built every UI flow, from start and login screens through the in-game home and profile views.
- Developed a companion system with unlockable accessories and emotes.
- Supported single-player and multiplayer modes.
- Integrated the Online Maps 3 SDK with mobile-friendly controls, GPS navigation, and dynamic points of interest.
- Ran player profiles, inventory, analytics, achievements, and the economy on PlayFab.
- Built a range of AR games and interactive experiences for mobile.
- Created the achievements and rewards system behind player progression.
- Implemented social features: photo and video sharing, user profiles, and a friends system.
Freelancer at Upwork
May 2022 to now
- Delivered Unity projects for a range of clients, each built to its own gameplay and business needs.
- Built an interactive visual novel on a custom narrative engine with branching storylines, player choices, and dynamic rewards.
- Implemented chapter unlocking, scheduled content drops, daily login bonuses, and monetization through IronSource ads and in-app purchases.
- Designed the game economy and skilling system that carries progression and replayability.
- Added deep companion customization: room decoration, outfits, and background music.
Lead Developer at Levitate Studios
May 2019 to Mar 2020
- Led development of Turbo Titans, an endless runner for mobile.
- Integrated monetization through Google AdMob and in-app purchases.
- Built online leaderboards, player analytics, and backend services on PlayFab.
- Developed cloud saves for Google Play Games and iCloud so progress followed players across devices.
- Designed and programmed the Bonkers ship boss fight, with custom mechanics and visual effects.
- Built the achievements and rewards system behind player engagement and retention.
Projects
Worldstone.dev
Solo Project
An RPG design tool for building characters, dialog systems, items, and interactive locations in one structured visual workspace.
It adds AI-assisted content generation, full Git version control, and direct export to Unity and other engines, cutting prototyping time and replacing scattered spreadsheets with a real design pipeline.
https://worldstone.dev
Stack: React, TypeScript, Unity, Unreal Engine, JavaScript, Tailwind CSS, Rust, C++, C#, Godot, Tauri, Vite, Supabase, PostgreSQL, Backblaze B2, Anthropic Claude, OpenAI, Yjs, React Flow, Zustand, Fabric.js, GSAP, Sanity, Zod, Vercel
Engage Art
Exar Studios
A location-based Unity app that placed augmented reality content in cities across Canada and the United States.
As Lead Developer at Exar Studios I worked with the design and production teams to turn client goals into shipped features, from the AR experiences themselves to the systems around them.
Stack: Unity, C#, PlayFab, AR Foundation, Mirror Networking
This Website
Personal Project
The site you are reading, built as a game editor.
The panels dock and resize: Hierarchy, Scene, Inspector, Console. The viewport is a real 3D scene with engine navigation, so right-drag looks around, WASD flies, Alt-drag orbits, and F frames the selection.
Press Play and the Game view runs the selected project’s media behind an in-engine HUD. Ctrl+K opens a command palette, and the console takes typed commands.
Every selection writes a shareable URL, every route is server-rendered, and all of the content comes from Sanity.
Next.js 16, React 19, TypeScript, Tailwind 4, Three.js, dockview, and GSAP.
Stack: React, Next.js, TypeScript, Tailwind CSS, JavaScript, Git, Three.js, React Three Fiber, Sanity, Zustand, GSAP, Zod, Playwright, Vercel
Turbo Titans
Levitate Studios
An endless runner shipped to Google Play and the App Store in 2019, built by a team of three with me as Lead Developer.
Players unlocked characters, collected cosmetics, and bought upgrades that changed how a run played. The game is no longer available.
Stack: Unity, C#, PlayFab, Photoshop
Mobile Action RPG
Personal Project
A mobile action roguelike I am building on my own.
The clip is an early boss fight. You trigger the boss, then hold the circle to charge the teleporter to the next level.
Stack: Unity, C#, FishNet
VR Multiplayer Demo
Personal Project
A proof of concept for a networked VR game.
Every clip runs inside a multiplayer lobby, where a fully IK-rigged character picks up a pistol and fights zombies.
Stack: Unity, C#, FishNet
Stick To It
College
A college game built by a team of five over a twelve-week cycle in 2019.
I coded player movement, health, the points system, and the AI, and designed the tutorial and level 5. I also built dynamic collectable spawning, the checkpoint system, and the time trial and high score modes.
We showed it at a local high school, where it won the Most Fun Award at Great Lakes Game Day.
Stack: Unity, C#, 3ds Max, Photoshop, Substance 3D Painter
Overdew
College
A college game built by a team of five over a twelve-week cycle in 2018.
I designed the thief enemy and levels 2 and 5, and built the on-screen indicator that tracks the package’s location and distance whenever you are not carrying it.
Presented at the 2019 Juno Music and Video Game Collision.
Stack: Unity, C#, Substance 3D Painter, 3ds Max, Photoshop
Skills
- .NET
- 3ds Max
- AR Foundation
- Anthropic Claude
- Azure
- Backblaze B2
- C#
- C++
- Electron
- Fabric.js
- Figma
- FishNet
- GSAP
- Git
- Godot
- JavaScript
- Mirror Networking
- Next.js
- Niantic Lightship
- OpenAI
- Photoshop
- Plastic SCM
- PlayFab
- Playwright
- PostgreSQL
- Python
- React
- React Flow
- React Three Fiber
- Rust
- Sanity
- Substance 3D Painter
- Supabase
- Tailwind CSS
- Tauri
- Three.js
- TypeScript
- Unity
- Unreal Engine
- Vercel
- Vite
- Yjs
- Zod
- Zustand
Contact
hillryan219@gmail.com