I’m Ryan, a Unity game programmer based in Tokyo.

With over a decade of international experience, I’ve shipped features for mobile titles exceeding 20 million downloads, specializing in C#, asynchronous programming, asset streaming, modular architecture, and performance optimization on low-end devices.

Currently contributing to a confidential project at Limit Break. Open to innovative Unity opportunities in Japan and beyond.

Know more Contact me

Projects

Professional and Personal Works

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Realistic mobile racing simulator with over 20 million downloads, featuring licensed vehicles and ongoing live updates.

Fast-paced drag racing game set in Tokyo with an electric style.

An adult Japanese visual novel, originally built in a proprietary engine, ported to Unity.

Rhythm game and hobby project with the goal of emulating the mechanics of games like Chunithm.

First-person puzzle game with unique mechanics to help you navigate a forgotten city.

Point-and-click adventure game with a focus on dialogue and evidence-gathering.

Quick and simple button-mashing fighting game you can play with a local friend.

Experience

Recent career highlights

 
 
 
 
 

Unity Engineer (Confidential Project)

Limit Break

Aug 2024 – Present Tokyo, Japan

Core contributor to a high-profile confidential project in a fast-paced international team.

  • Implemented and optimized core systems and performance-critical features.
  • Collaborated closely with designers and engineers to solve complex technical challenges and build high-quality foundations.
  • Focused on scalable, modular code practices for future-proof architecture.
 
 
 
 
 

Unity Engineer

Infinity Vector

Jun 2022 – Jun 2024 Tokyo

Key contributor to mobile racing titles with 20M+ downloads (Assoluto Racing and Midnight Street: Tokyo Tune).

  • Developed asynchronous level streaming for large-scale tracks, enabling seamless loading and performance on low-end mobile devices.
  • Replaced heavy reliance on Unity’s Resources folder with a robust Addressables system delivering most assets via remote CDN—supporting dynamic updates and improved scalability.
  • Extended PlayFab backend for flexible live events, tournaments, and designer-driven gameplay modes.
  • Designed scalable dialogue systems and overhauled UI menus (UGUI/UI Toolkit) for enhanced user experience.
 
 
 
 
 

English Teacher

Globe English School

Jun 2021 – Apr 2022 Osaka, Japan
Assisted businesspeople and other adult learners with accomplishing their English language goals in both group and private lesson formats.
 
 
 
 
 

Software Engineer

Sol Press

Dec 2017 – Oct 2021 Fullerton, CA (Remote)

Led porting and tooling efforts for visual novels into Unity.

  • Rebuilt a visual novel engine from scratch without original source code, using modular frameworks (e.g., Strategy pattern) for reusable instruction handling.
  • Created internal automation tools to streamline workflows for translators, editors, and other departments.
 
 
 
 
 

Assistant Language Teacher

JET Program

Sep 2017 – Jul 2019 Kobe, Hyogo, Japan
Worked alongside local high school English teachers to help Japanese students enjoy learning English as a second language.
 
 
 
 
 

Student

Academy of Art University

Sep 2012 – Aug 2016 San Francisco, CA

Focused on level design, scripting, and collaborative projects.

Led programming on multiple teams for games exhibited at GDC; one nominated and awarded at university’s Media Awards.

 
 
 
 
 

Student

California State University, Chico

Sep 2011 – May 2012 Chico, CA
Studied game design fundamentals before transferring to Academy of Art University.

Contact

Available for new work