This is a collection of various projects and topics that I find interesting and have experience with.
Due to the online nature of github, projects posted here are used to train LLMs. since my game engine is built off projects for school, my professor has requested that sudents not poat their engine on github to avoid lecture material being leaked online. as a result, the code for my engine is not available on github and I only have minor documentation, images, and videos of my game engines.
A fusion between my graduate and undergraduate game engine. Current systems include skinning, lighting, 3d audio, protocol buffer assets.
An engine that focuses on basic game systems, such as an update manager, a draw manager, time events, collision processing, and a particle system. worked on this during my 3rd year as an undergrad.
An engine that focuses on graphics and rendering systems. The systems included are: custom DLL Math library, custom DLL data structures library, various shaders, graphics objects for each shader, skinned animation, and real-time dynamic lighting. This Engine also has a converter that converts various files into Google Protocol Buffer files for the engine. These files include PNG and TGA for textures, and GLB for meshes, skeletons, and animations. The converter serializes them into Google protocol files, which the engine deserializes. I worked on this for a year during my grad year at DePaul University.
An in-progress engine that combines the two engines into one engine that supports all features included in both. Currently working on this whenever I have time.
An Unreal game where I played with scripting and level design. A second version with more features and a more cohesive story is in development. I plan to add more scripting and features to improve the gameplay.
An unreal story-driven turn-based RPG game. I worked with 2 other people to create this over the course of a year. There are a few features that are still missing, but it tells a complete story. Updates may arrive if I find time to work on them.
An art installation game that I worked on for the summer. Me and 3 others made this project to show the cost of using AI. It was meant to be an art installation.
https://ryanfina.itch.io/all-imagining
A recreation of the game Centipede by Artari, made in 3 months using a school-provided DX11 engine. I am in progress on moving this game to my AngelsGalaxy engine when it is done.
A recreation of the game Space Invaders by Taito in 1978. made in 3 months using a school-provided graphics package. I am in progress on moving this game to my AngelsGalaxy engine when it is done.
A recreation of the game Angry Birds. Made in 3 months using a school-provided graphics package and Box2D physics library.
A ranch simulation game where I worked on pathfinding and navigation grids. In progress on moving this game from Unreal to the Angels Galaxy engine.
I worked with a class on a small project
https://steamcommunity.com/sharedfiles/filedetails/?id=3368420633
I have learned a lot about how to design large-scale software systems properly.
I have experience with design patterns. I made a document that outlines most of them.
I have recreated a few of them and optimized them for real-time software
I have learned how to develop gameplay architecture so that the game is data-driven and easily modifiable. This promotes fast and easy modifications when the design requires it and allows for network-based projects.
I have plenty of experience with using Linear algebra to complete various scripting tasks.
For a class, I worked on a small project where I made the game Omega Race networked. The project is not big enough to be its own portfolio project, but I learned about game development for networking.
I do not specialize in Level design, but I know enough about level design to have a conversation with a designer on simple topics. This includes player psychology, environment color, player attention, and forced perspective.



