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:

  1. Online Multiplayer Engineer: Architected a robust online lobby system and managed complex UI replication to ensure a synchronized experience across clients.

  2. Networking & State Management: Engineered core replication logic for Game Mode, Game State, and Player State, optimizing data transmission and network stability.

  3. 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

  • 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.

  • 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.

  • A promotional poster for the movie 'Pony Express' featuring a dark brown, angry-looking horse with white teeth and wide eyes, with flying letters and a blue sky with clouds in the background.

    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.

  • Colorful graffiti-style artwork with the word "Transa" in multicolored letters above a large bubble letter spelling "Panda" with a panda face inside the letter "A."  The background features rainbow-colored streaks and various small illustrations, including a banana, a fishbone, a bottle, a ring, and a banana peel.

    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.

  • Title screen of a pixel art arcade survival puzzle game called 'Diving 01' featuring an ocean theme with coral, sea creatures, and a character dressed as a deep-sea diver.

    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.

  • Digital drawing of a storefront named "Checked Out" with a green awning featuring coffee and food items like coffee cups and pastries, two large windows with silhouettes of animals, and two green signs reading "Apply Now" and "Credits".

    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.

  • Logo with the words 'TRI AND BLACK' in bold black font, featuring symbols of a washing machine and a washing symbol within the text, and a line of pink text reading 'By: Team Shapeland' at the bottom.

    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.

  • A maze puzzle with colored blocks and arrows, featuring green, red, blue, yellow, and black sections, and a diamond icon in the green area.

    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.

Making games, one dream at a time