An Engineer’s job
Not just creating Games, but creating Experiences
Inspiring hearts, one pixel at a time.
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Inspiring hearts, one pixel at a time. ----
My name is Raynard Christian. I am a game programmer, designer, and systems engineer that is dedicated to building engaging gameplay. From architecting complex physics systems to refining AI behaviors, I believe that the best player experiences are built on a foundation of elegant code.
With a background in Computer Science and an emphasis in Entertainment Arts and Engineering from the University of Utah, I’ve spent my career crafting unique worlds with game development. I’ve helped bring projects like Trash Pandamonium, Doug Out, Pony Express and Operation P.L.U.S.H. to life with a deep focus on systems and combat programming.
I am currently pursuing my Master’s in Game Engineering in the University of Utah, I am currently exploring new ways to push the boundaries of genres and platforms. Focusing on Unreal Engine and Unity development and researching on VR/AR implementation, I love the challenge of a fresh project and the collaborative energy of a team striving to create something impactful.
Current Project:
OPERATION P.L.U.S.H. (2026)
A 1-4 player Co-op Top-Down Hack-and-Slash Tower Defender game where you and your friends defend a nightlight from incoming horde of nightmares
Contribution:
Online Multiplayer Engineer: Architected a robust online lobby system and managed complex UI replication to ensure a synchronized experience across clients.
Networking & State Management: Engineered core replication logic for Game Mode, Game State, and Player State, optimizing data transmission and network stability.
UI Systems Architecture: Developed a scalable UI framework, overseeing the design and implementation of both the Main Menu and real-time combat interfaces.
Platforms: Steam / PC
Engine: UE5, GAS, Perforce
PORTFOLIO
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Game Engineer and Designer
OPERATION P.L.U.S.H.
Online Multiplayer Engineer: Architected a robust online lobby system and managed complex UI replication to ensure a synchronized experience across clients.
Networking & State Management: Engineered core replication logic for Game Mode, Game State, and Player State, optimizing data transmission and network stability.
UI Systems Architecture: Developed a scalable UI framework, overseeing the design and implementation of both the Main Menu and real-time combat interfaces.
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Lead Gameplay Engineer and Designer, VFX Artist
Star Ranger (Unreal Engine 5)
Created the gameplay system to make, modify, and test different attacks in a combo.
Setup and maintain the C++ code used by our gameplay ability system that is used in our attack system.
Designed and implemented the various attacks such as the Pull Back Lasso, the Ultimate Attack: Big Bang, the light and heavy attack combos, and the Parry System.
Created a smart AI for enemies to ensure the player doesn’t feel swarmed with attacks.
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Lead Gameplay Programmer
Pony Express (Unreal Engine 5)
Designed and programmed every rideable mount in game along with their unique ability
Implemented a complex AI system to act as enemies and obstacles.
Created a system to utilize dynamic cameras for interaction cutscenes.
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Lead Combat Engineer and Designer
Trash Pandamonium (Unreal Engine 5)
Created the systems for player hit detection and damage calculations as well as how the player deals and receives damage from the various items and hazards across levels
Designed and implemented the throwing system and the thrown items which includes throwing of scrap and bombs.
Constructed the Combo system for attacking, working and coordinated closely with the animation and VFX team to produce strong combat feel.
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Designer and Lead Gameplay Engineer
Doug Out (Unity)
Designed and outlined the gameplay features, art style, and tone for the game.
Implemented and programmed core gameplay features for the game such as the enemies, the movement controls, and UI integration.
Created intelligent AI for enemy movement and behaviors.
Lead a group of six developers in an independent arcade game.
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Lead Designer and Gameplay Engineer
Checked Out (GameMaker)
Designed, mapped out and implemented the core gameplay features such as the spawning customers, the 3 types of food and drinks available, as well as the timers and reward systems.
Planned scheduled meetings and deadlines for various assets and systems to be made and made a detailed plan as to when each milestone is to be expected.
Made UI elements for systems as well as finished art for the store background, the changing time of day, the title screen, the 4 customers and the 3 food and drink types with their respective machines and 1 add-on.
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Lead Gameplay Engineer
Tri and Blok (Unreal Engine 4)
Created a turn-based combat system featuring timed attacks, dynamic animations, intuitive UI, and seamless controller support for an immersive battle experience.
Developed a robust UI system for seamless integration with dynamic combat, prioritizing user experience and functionality to enhance gameplay
Constructed cutting-edge AI that fuels enemies' attacks.
Crafted character animation blueprints for immersive gameplay experiences.
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Developer and System Designer
Heist Night (Board Game)
Constructed the core gameplay loop of building out the bank and the rules centered around all the 6 different room types and hazards and the 3 different characters and multiple items and events.
Scheduled private play sessions in order to gather feedback on gameplay and design decisions.
Created the art for the 33 different cards that make up the game board which includes the character cards, the room cards, and the item and event cards.