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Ryan B. Game Development, 3D Art and General Development

My name is Ryan B. and I have over 2 years of experience in the tech industry. I specialize in the following technologies: Python, 3D Art, Unreal Engine, Blender, 3D Animation, etc.. I hold a degree in Bachelor of Arts (BA), Master of Arts (MA). Some of the notable projects I’ve worked on include: SeaArt, ChatFlash, Charmed end-to-end AI toolkit for 3D, Characters, Fashion Design, etc.. I am based in Newark, United States. I've successfully completed 12 projects while developing at Softaims.

I am a business-driven professional; my technical decisions are consistently guided by the principle of maximizing business value and achieving measurable ROI for the client. I view technical expertise as a tool for creating competitive advantages and solving commercial problems, not just as a technical exercise.

I actively participate in defining key performance indicators (KPIs) and ensuring that the features I build directly contribute to improving those metrics. My commitment to Softaims is to deliver solutions that are not only technically excellent but also strategically impactful.

I maintain a strong focus on the end-goal: delivering a product that solves a genuine market need. I am committed to a development cycle that is fast, focused, and aligned with the ultimate success of the client's business.

Main technologies

  • Game Development, 3D Art and General Development

    2 years

  • Python

    1 Year

  • 3D Art

    1 Year

  • Unreal Engine

    1 Year

Additional skills

  • Python
  • 3D Art
  • Unreal Engine
  • Blender
  • 3D Animation
  • 3D Modeling
  • 3D Design
  • C++
  • 3D Rendering
  • Autodesk Maya
  • Game Art
  • Autodesk 3ds Max
  • WordPress
  • WooCommerce
  • Web Development
  • Games

Direct hire

Potentially possible

Previous Company

Epic Games

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Experience Highlights

SeaArt | Vue, Nuxt, Node, Python, AI, ML

As a Senior Full-Stack AI/ML Engineer on the SeaArt project, I developed an AI-powered platform that transforms user ideas into stunning visuals. Using Vue.js, Nuxt.js, and Element UI, I built a user-friendly front-end, while leveraging Node.js for scalable back-end infrastructure. I integrated Python-based AI/ML models for image generation, optimizing them for high performance. I also implemented SSO and deployed the platform as a PWA, ensuring a seamless experience across devices. My work improved scalability and enabled users to create high-quality images effortlessly.

ChatFlash | React, WordPress, Hubspot, PHP, MySQL, Gen AI, ML

As a Gen AI Engineer and Full Stack Developer on the ChatFlash project, I helped build an AI-powered chatbot that provides intelligent, brand-consistent content suggestions. Using React for the front-end, I developed a user-friendly interface, while implementing the back-end with PHP and MySQL to manage content and user interactions. I integrated WordPress for content management and HubSpot for lead generation. I also enabled customization features allowing users to upload knowledge bases, ensuring personalized content generation aligned with their brand voice.

Charmed end-to-end AI toolkit for 3D | React, Python, Three.js, AWS

As a Senior Full Stack AI/3D Engineer on the Charmed project, I developed AI-driven tools to streamline 3D game content creation, enabling developers to build complex games faster. I integrated AI for real-time asset generation, procedural environments, and character design, while optimizing cloud infrastructure on AWS for scalability. I collaborated with game designers and engineers to ensure seamless integration with engines like Unity and Unreal, delivering a platform that reduced asset production time by 60% and enhanced workflow efficiency for game developers.

Characters | Blender, Maya, Unreal Engine, 3ds Max

Character design, modeling, rigging, rendering.

Fashion Design | Blender, Maya, 3ds Max

Improving hoodie models step by step: Import and optimization of the model: .FBX model was imported in Blender; With the help of a decimate modifier, I reduced the vertex/face count of a mesh with minimal shape changes. UV texturing: From the UV editor I’ve exported the existing UV map in 4K resolution; Then I imported it in Adobe Photoshop where I placed the client's textures according to the UV map of the models. Finalizing: In Blender, I applied a texture from Photoshop on models; Then I checked and fixed the normals so that the texture fits better with the meshes.

Education

  • Yale University

    Bachelor of Arts (BA) in Finance

    2020-01-01-2023-01-01

  • Google Coursera

    Master of Arts (MA) in Information Technology

    2018-01-01-2020-01-01

Languages

  • English