Ryan Jones

Concord, CA · ryanj@creaturetime.com

A Tools Programmer and Content Creator with a proven record of developing impactful tools and scripts that empower content creators. I leverage extensive experience with diverse DCCs (Digital Content Creation tools) to streamline workflows and deliver high-quality digital experiences.


Experience

Game Developer

CreatureTime LLC (Founder) - Remote

As Content Creator

Stores: Gumroad and Jinxxy

Feathered Raptor

Feathered Raptor Portfolio

The Feathered Raptor is a high-quality avatar designed for use in VRChat and other compatible VR social platforms. Featuring a distinctive feathered design and expressive styling, this avatar is ideal for users seeking a bold, creature-inspired presence in virtual environments.

Successfully launched and sold on Gumroad and Jinxxy.

  • Improved newer avatar releases by incorporating feedback and lessons learned from previous avatars, resulting in better customization options and more intuitive in-game menus.
  • Administrator for CreatureTime – VRChat, supporting community growth, moderation, and member engagement within a large Discord server.
  • Designed, developed, and deployed a custom Discord bot (“Rawr-bot”) hosted on a remote Linux server to automate rule acceptance and verify purchased avatar licenses, dynamically assigning roles and managing gated channel access.
  • Leveraged AI tools (e.g., ChatGPT) to accelerate administrative workflows, assist with Linux server setup, support Discord bot development, and provide rapid problem-solving through iterative ideation and rubber-duck debugging.
Scaled Wyvern

Scaled Wyvern Portfolio

A high-quality Scaled Wyvern avatar built for VRChat that looks and feels great. Clean rigging, expressive features, and intuitive menus make it easy to jump in and start playing right away—no setup headaches. Optimized for performance and little customization.

Successfully launched and sold on Gumroad and Jinxxy.

Wyvern Gear Accessory Video

  • Engineered the avatar for intuitive use, making the end-result accessible to new users.
  • Provided direct customer support, resolving issues to maintain product quality and user satisfaction.
  • Managed end-to-end merchandising, driving sales and fostering direct customer engagement through promotion and communication.

As Game Developer

Unannounced Project

Game development for an unannounced multiplayer FPS game using Unreal Engine 5.

  • Research and development for the game prototype.
  • Writing internal documentation for the project (overview, scope, and vertical slices/milestones).
  • Planning iterative development for releases.
  • Recruit people to help with game development.
HyperCollider LLC (Contract Game Development)

Contracted game developer for an unannounced Unity game.

  • Given an abandoned project and extended the existing code to support the game deliverables.
  • Developed a Sequence Graph Editor to handle dialogue and other sequence triggers (such as sound, screen fades, and etc).
  • Converted existing Final Draft files into game data for dialogue.
  • Provided deliverables that allowed the client to play through the game during major milestones.
  • Designed mini-games ("Wordle" with numbers, memory game, and action timer game).
February 2024 - Present

Tools Programmer

Ready At Dawn - Irvine, CA / Remote

Worked at Ready At Dawn for a total of 7 years as a Tools Programmer. Wrote tools for various DCCs (Maya, Zbrush, Substance Painter, etc) and their proprietary game engine.

Lone Echo · Echo VR · Lone Echo 2 · Deformers

  • Worked with the tools team to come up with a solution for exception reporting and implemented it end-to-end using the Django API.
  • Set up a meeting to go over the history of the unit tests with the rest of the team and shared possible solutions and received feedback from the rest of the tools team. After changes were made, needed to inform the test team of the changes and new workflow for reporting results.
  • Discussed with a couple stakeholders from various teams to improve performance and contain necessary features for searching, thumbnails, and navigating the viewer. Improved the performance and optimized memory usage.
  • Pitched a solution to a concern with node graphs and implemented it end-to-end. Worked with and gathered feedback from other team members that had insights on improving the node graph data structure and allowed us to expand connections and nodes depending on their node types. Some compromises were made.
  • Took the initiative to take ownership of the Particle Graph and Particle Effect editors while replacing the back-end to fully deprecate and remove an obsolete back-end.
  • Given the task and a stakeholder to come up with solutions for the 8 hour ZBrush to Maya workflow that was costing artists time and the company money and reduced it to 5 minutes for a new hero model.
August 2016 - April 2023

Build Verification / Tools Tester

343 Industries - Kirkland, WA

Contracted by Microsoft as a Build Verification Tester. Our team ensured that other teams can work for that day per daily build and helped test any new features submitted to the pipeline.

  • Run daily BVT (build verification testing) for level editors, Maya tools, and in-game single and multiplayer testing.
  • Communication with developers and producers when debugging issues.
  • Handle requests for private BVT passes.
  • Creating/modifying test cases to fit current project needs.
  • Deal with Call Stacks to help identify issues to assist debugging.
  • Tested side BVTs such as weapon testing and multiplayer game mode testing.
August 2013 - July 2016

Portfolio

Feathered Raptor

Wyvern Avatar
Wyvern Avatar
Wyvern Avatar
Wyvern Avatar Wyvern Avatar

For the Feathered Raptor avatar, I had a few goals in mind. I wanted to use this project as a way to improve my workflow and pipeline when creating avatars. After the design and sculpt phases of avatar design, it becomes more technical and a lot of repetitive work. Started writing plug-ins for Blender to set up shape keys and shape key manipulation and Unity to clean up assets and hopefully speed up prototyping to completion.

Another challenge for this avatar was the feathers. I utilized Blender’s hair particle system in combination with Geometry Nodes to procedurally generate the majority of the feather cards. Geometry Nodes were also used to generate a reusable card mesh and UV layout, allowing final feather card maps to be baked from a set of source card textures.

Product on Gumroad and Jinxxy.

"Wow! This Feathered Raptor is awesome! I'm really impressed with the care, and attention to detail that was put into its creation! Highly recommended!"

Tools

  • Blender
  • Substance Painter
  • Unity
  • Python
  • C#

Scaled Wyvern

Wyvern Avatar
Wyvern Avatar
Wyvern Avatar
Wyvern Avatar Wyvern Avatar

The Scaled Wyvern began as a personal project and was later converted into a public avatar base that others can purchase and enjoy in VRChat. The avatar presented challenges in weight painting and in using Substance Painter for the wings, as achieving smooth texture transitions across their surfaces was a key goal.

Product on Gumroad and Jinxxy.

"Excellent model! So detailed! The Substance painter file is one of the most organized and easy to use ones I've encountered. Great model and beautiful!"

Tools

  • ZBrush
  • Blender
  • Substance Painter
  • Unity

Valstrax

Valstrax #1
Valstrax #2

This piece was inspired by Valstrax from the Monster Hunter series. I aimed to preserve much of the original Valstrax design from MHXX while incorporating select features from Monster Hunter Rise. The thruster particles were optimized using a mesh-based particle emitter, allowing them to remain within a single particle system, which helps improve avatar performance ratings.

Tools

  • ZBrush
  • Blender
  • Substance Painter
  • Unity

Velkhana

Valkhana #1
Valkhana #2

This piece was inspired by Velkhana from the Monster Hunter series. Through this project, I learned more about topology and the forms needed to create interesting silhouettes. I also discovered that wings can maintain clean quad topology even when the underlying forms are complex.

Tools

  • ZBrush
  • Blender
  • Substance Painter
  • Unity

Process

High Poly Sculpting

I like to work organically in Blender (previously using ZBrush for high-poly sculpts) to establish strong silhouettes and primary forms. A general rule of thumb I’ve learned is to keep fine details smaller than three finger widths for texturing tools such as Substance Painter, to avoid overhauling the model later in the pipeline. Details are sculpted only when they meaningfully contribute to the silhouette or are otherwise necessary.

Sculpts are created as separate meshes to allow for easier refinement before reprojecting details onto the lower-poly mesh. I typically use Blender’s Remeshing Tool or the Remesher plug-in, then subdivide the mesh as needed to maintain smooth detail while keeping viewport performance responsive.

Retopology

Once the high-poly sculpt is mostly complete and no major structural changes are expected, I begin retopology using RetopoFlow. For hero or character models, I prefer RetopoFlow because it provides full control over topology, whereas automated remeshing does not always produce the results I need.

After refining the topology, I reproject the high-poly details onto a subdivided low-poly version and clean up any remaining issues. With the details transferred, I bake normal maps to begin prototyping surface detail. Once the low-poly mesh is finalized, I proceed with UV unwrapping, rigging, rough weight painting, blend shapes, and further prototyping.

UV Unwrapping

During early prototyping, I use a quick, temporary UV unwrap. Final UV layouts vary depending on the asset.

For avatars, I use a symmetrical UV layout to make it easier for users to edit textures and apply their own customizations later. I also prioritize higher texel density in areas such as the head, hands, and feet to ensure important features hold up at close viewing distances.

For generic game characters or enemies, I may reuse or mirror UVs to transfer detail to the opposite side of the model, reducing texture size and memory usage. The head may be separated from the body for gameplay or technical reasons. Ultimately, the UV layout is heavily influenced by the intended use and end goal of the asset.

Rigging/Weight Painting

I use a standard naming convention compatible with engines such as Unreal and Unity, including proper suffixes and clean numbering for bone chains.

Since I typically model in an A-pose and many systems require a T-pose, I create a dedicated export animation to ensure the correct pose during export. I prefer to create animations directly in Blender and export them to the target engine. This keeps the pipeline flowing in a single direction, and I’ve found animation editing in DCCs to be more efficient and flexible.

Textures/Materials

Normal maps are imported into Substance Painter, where I bake the additional maps required for generators. I switch to studio lighting to achieve more accurate color representation. Most materials are built using fill layers with masks and generators, allowing the procedural tools to handle the bulk of the work. Once the base look is established, I refine specific areas manually as needed.

Finalizing

After exporting textures from Substance Painter, I set up materials in Blender and the target game engine to match the Painter results as closely as possible. This ensures visual consistency throughout the pipeline and helps confirm that what I see in Substance Painter translates accurately to downstream tools.

Ensure that source files and game projects follow a consistent naming convention, are free of unused data, and any necessary documentation, allowing myself and others—including clients using avatar bases—to quickly get started without requiring my guidance or prior knowledge of the project.


Personal

Turn-based RPG Game World - VRChat

Turn-based RPG game world for VRChat.

  • Used VRChat's proprietary scripting language U# (UdonSharp) that utilizes C#.
  • Keep both local and remote players synced due to online gameplay (including joining, leaving, and disconnections).

Development

  • First step was to proof the turn-based RPG mechanics and learn how VRChat's various networking systems worked.
    Battle Proof Of Concept Update Video
  • Started a testing hub and wanted to create interactive NPCs in VRChat that felt more alive using a custom head/eye look system and dialogue.
    Started Hub, NPC Interactions, & Dialogue System Update Video
  • Separated the RPG game logic from the game content and interfacing the game world into a sharable Package for Unity.
    com.creaturetime.vcc
  • Created editors for editing all the different types of game data and generates all the content for that RPG game.
    Game Data Editing Update
June 2024 - Current

Raptor Game Engine

Started to develop a game engine to learn about other non-tools related systems in game development.

  • Used Vuklan for rendering.
  • The engine supported shaders (some restrictions), materials, textures and geometry assets.
  • Qt was used for the editor UI.
  • Assimp and FreeImage were used for asset digestion to import 3D assets and textures.
  • SQLite was used for asset and asset reference tracking for fast lookup.

Raptor Game Editor Video

Project Closed

Skills

Programming Languages & Tools
  • C++
  • C#
  • Houdini API
  • PyCharm
  • Python
  • Qt
  • Rider
  • SQLite
Game Engines
  • Proprietary (Ready at Dawn)
  • Unity 2022.3.22f
  • Unreal Engine 5.2
Content Creation
  • Blender
  • Maya
  • Substance Painter
  • Zbrush
Workflow
  • Agile Development & Scrum
  • Async Communication
  • Cross Team Communication
  • Problem-Solving
  • Unit Testing & Debugging

Certifications

CompTIA - A+ Certification

Issued December 2010

Credential ID COMP001020214527

CompTIA - Net+ Certification

Issued December 2010

Credential ID COMP001020214527

Google Project Management (Coursera)

Issued December 2025

Credential ID MOSDDL8DBNHT