
Parallel Studios
PARALLEL
Senior Unity Developer
PLAYER PROFILE // 001
Gameplay / Mobile / Multiplayer / Live Service
01 // CAREER ARCHIVE
Different worlds. One constant: making the experience work for the player.

Parallel Studios
Senior Unity Developer
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Media depicts the game, including promotional and pre-release footage. Engineering contributions are described separately.
02 // INDEPENDENT DEVELOPMENT

Independent sci-fi RPG exploring gameplay, progression, persistent-world and client/server systems.
Cozy fishing-game prototype focused on a relaxing catch, collect, sell and upgrade loop.
Multiplayer party-game prototype built around hidden roles, sabotage and chaotic shared incidents.
Hockey-management/simulation project exploring a modern web/game architecture.
Independent work and experiments. Separate from the professional title archive.
03 // TOOLS OF THE TRADE
EQUIPPED // 01
From the first interaction to release: gameplay, progression and responsive interfaces across PC and mobile.
04 // OFF THE CLOCK / STILL CREATING
AUDIO MODULE // ORIGINAL MUSIC
Chiptunes, trackers
and worlds made of sound.
FIRESTAR // ORIGINAL SOUNDTRACKRELEASE 01 // AUGUST 2026
An early soundtrack preview for an upcoming 2D platformer. Retro-inspired chiptune and tracker-style music, with energetic melodies, driving basslines and atmospheric passages.
17 tracks · 49 minutes · Audio starts only when you press play.
HARDWARE LAB // THREE PERSONAL BUILDS
HW_01 // PERSONAL BUILD
A personal four-player arcade-machine build with illuminated controls, a trackball and a digital marquee.
HW_02 // PERSONAL BUILD
A custom slot-machine arcade cabinet I designed and built for my mother, with two displays and illuminated controls.
HW_03 // PERSONAL BUILD
A personal virtual pinball-machine build with a horizontal playfield, backglass display and physical buttons.
My cabinet builds and photographs. Games, table designs, character artwork and trademarks shown on the machines belong to their respective creators.
05 // EXPERIENCE LOG
Gameplay, tools, technical art and the work it takes to ship. Roles and contributions from my résumé.
DOWNLOAD RÉSUMÉBeyond the Core · Unity client and authenticated game services. Architecture, implementation, regression coverage and AI-assisted development workflows.
Parallel Trading Card Game · PC and mobile live service
Battlestar Galactica Eternity · Cancelled development · Mobile strategy
PAYDAY: Crime War · Multiplayer mobile live service
EARLIER EXPERIENCE // 7 ROLES
Technical event production and Selenium-based workflow automation.
Microsoft Solitaire Collection · Gameplay, UI, localization, networking, advertising, animation and live platform updates.
Madlands · Unity gameplay/UI systems, automated testing tools and performance improvements.
Darkmoon Lionheart · Unity UI, localization, stores and render-texture character presentation.
Drone Second Strike · UI systems, animation, localization, stores, debugging and deployment.
FIFA 17 · C#, Python and MEL tools for content pipelines, asset integration and artist workflows.
Marvel Contest of Champions · Fast & Furious Legacy — gameplay interfaces, event systems, scalable UI and custom development tools for iOS and Android.
06 // BEHIND THE BUILDS
I’m Ryan, a Senior Unity and C# engineer based in Waterloo, Ontario. For 13+ years, I’ve contributed to professional mobile and PC productions across multiplayer, free-to-play and live-service environments.
I own gameplay and player-facing systems from technical planning through release, then follow the work into profiling, debugging and live iteration. The best part is working alongside design, art, backend, QA and production to make the whole experience better.
Outside the studio, I build independent games, explore AI-assisted development, make music as FIRESTAR and turn ideas into arcade hardware.
07 // END OF BUILD
AVAILABLE FOR NEW OPPORTUNITIESSenior Unity Developer · Waterloo, Ontario, Canada
ryanrossprogrammer@gmail.com