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Creating immersive environments and experiences which inspire emotion and capture the player.

RESUME

Experience

 

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Crystal Dynamics
August 2016- Current

The Avengers Project and New Tomb Raider

Designer III - Cameras and Cinematics
 

  • Systemic camera design.

  • Scripted camera events.

  • Camera animation for in game cutscenes.

 


2K Games
August 2015 - May 2016

Xcom2 and Mafia III 

Cinematic Artist and Open World Designer
 

  • Created in-game and pre-rendered cut scenes.

  • Managed assets and duplicate scenes for post effect work in Xcom 2.

  • Scripted world interactions for AI in Mafia III.

  • Constructed shop kits with AI scripting and set dressing for Mafia III.

 

 

Cubic Defense Systems
March 2014 - August 2015

Untitled

Game Content Developer – Systems
 

  • Constructed complex, moving mechanical assemblies in blueprint.

  • Developed a system in blueprint for fully customizable characters.

  • Set up animated locomotion and states for characters.

  • Cinematic sequences using Matinee and Montage

 

 

2K Marin
October 2012 – July 2013

The Bureau and Unannounced
Level Designer & Cinematic Artist

 

  • Cinematic Scripting using Unreal Matinee and Kismet.

  • Scripting ambient action sequences for environmental storytelling.

  • Composed shot lists and directed mocap sessions.

  • Lighting, FX and asset placement for PC version.

 

 

Double Helix
January 2012 – July 2013

Title: Unannounced
Level Designer & Cinematic Artist

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  • Level layout and editing in Maya.

  • Cinematic scripting using a proprietary editor.

  • Scripting and asset placement for player investigation mechanic.

  • Developed investigation mechanics to support narrative and player progression.

 

 

THQ-Montreal
June 2011 – November 2011

Title: Homefront II and Unannounced
Level Designer & Cinematic Artist

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  • Developed new game mechanics, inventory management, player controls and story.

  • Created multiple prototype levels to test new gameplay concepts and tech.

  • Engine evaluations of Unreal, CryEngine and Volition’s engine for open world game.

  • Design and documentation for player navigation and mass crowd systems.

 

 

THQ-KAOS
June 2009 – June 2011
Homefront
Level Designer – Cinematics

 

  • Single player level design and combat scripting using Unreal 3.

  • Managed levels shared between multiplayer and single player.

  • Constructed prefab scripts to assist designers with repetitive tasks.

  • Created hybrid-cinematic gameplay moments using matinee and kismet.

 

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Gearbox Software
June 2006 – November 2008
Title: Borderlands

Level Designer and Cinematics Artist
 

  • Open world level design using Unreal 3.

  • Created cinematic sequences using Matinee.

  • Scripted vehicle controls and enemy vehicle combat.

  • Created proxy models to aid designers and assist with outsourcing.

 

 

Half-Life 2 Source Mod
September 2006 – March 2007

Grimoire
Lead Level Designer

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  • Created arena style levels for 1v1 fighting game.

  • Developed spell systems and spell strategies.

 

 

Unreal Tournament Mod
December 2005 – March 2006
Great Winter

Team Lead & Level Design
 

  • Designed a new and unique gameplay mode for Unreal Tournament.

  • Created custom models and textures for all levels.

 

Education

 

The Guildhall at SMU, Plano Texas
Specialized Degree in Digital Game Development: Level Design
March 2007

 

New England Institute of Technology, Palm Beach Florida
A.S. Mechanical Design, Engineering and Drafting
Study of mechanical design engineering using various 3D CAD applications
December 1999

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Areas of Interest: High action gameplay, scripting and cinematics. Special interests include VR/AR, adventure, RPG and narrative based games.

Skills

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Software

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Unreal Editor 4

CryEngine

Photoshop

After Effects

Maya

Perforce

Jira

 

 

 

 

 

Technical

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Level Design

Cinematography

Combat Scripting

Game Systems

AI Behavior

Terrain Editing

3D Modeling

Ryan Hanscom

ryanhanscom@gmail.com

714.913.3487

Profile
 

  • Over ten years of experience in AAA game development and more than five shipped titles.

  • Diversified skill set, drawing from a traditional art and technical backgrounds.

  • Fast and iterative approach to design and problem solving.

  • Passionate about game immersion and creating memorable moments.

LEVEL DESIGN

HOMEFRONT

CINEMATICS

THE BUREAU

XCOM 2

GAMES

As a level designer on Borderlands I was responsible for layout, terrain generation, asset placement, mission scripting, streaming and cinematics.  Much of my work involved heavy use of matinee and kismet scripting to create cutscenes and hybrid cinematic gameplay moments.

Borderlands

My work on The Bureau involved collaborating with all disciplines, from outset to completion, of many cinematics, as well as ambient scripted events.  In addition, I lent my skills as a level artist, populating environments with effects, particles, lighting and art.

The Bureau

As a level designer on Homefront, my duties included layout, mission design, core combat scripting and streaming logic.

I was largely responsible for most of the hybrid-cinematic

gameplay moments, vehicle animation and ambient cinematics.

Homefront

I worked as an open world designer on Mafia III, responsible for scripting world interactive elements used throughout the game. Additionally, I scripted AI and set dressed  interior spaces, helping to bring life to shops, bars, garages and other areas in the game.

Mafia III

I contributed to Xcom 2 as a cinematic artist, where I created many in-game and pre-rendered cutscenes. I was largely responsible for scripting FX and motion graphic sequences in nearly every scene.  Additionally, I created and managed scenes and assets used in post process.

Xcom 2

To Be Announced

New Tomb Raider

A game based on beloved Marvel heroes, The Avengers project is being crafted by Crystal Dynamics – longtime developers of the award winning Tomb Raider series – in collaboration with lauded Deus Ex developer Eidos-Montréal.

The Avengers Project
Games
Level Design
Cinematics
About Me
Resume

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video_xcom_2
Homefront

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