// returning identity card...
eric_rane
> twenty five years writing the systems and the editor tools that ship games.
- UE5
- C++
- BLUEPRINTS
- EDITOR_TOOLING
- LIVE_SERVICE
- WWISE
- PYTHON
- MULTITHREADED_SIM
- AGENTIC_CODING
- email→ ericrane@gmail.com
- resume→ request_via_email
- patent→ us_patent_1999
- studio→ san_diego_ca
" Build the runtime architecture a feature needs. Then give designers the editor experience that lets them actually use it. "
Twenty five years of shipping. Five Guild Wars expansions on a single team at ArenaNet. Warframe at Digital Extremes. Ashes of Creation at Intrepid. A US patent in 1999 for a system that sent text messages from the web before modern cell phones existed.
Public events. Character creation. World boss scripting. The composite dye system. Twenty plus designer facing tools so the content team could iterate without engineering bottlenecks.
$ cat ~/.profile
NAME = eric_rane
TITLE = senior_gameplay_engineer
TENURE = 25y+
SHIPPED = 13_titles
LED = 13_engineers_at_peak
# patent
PATENT_NO = WO2000076155A1
TITLE = "Messaging System and Method"
ASSIGNEE = enotez -> infospace
FILED = 1999-06-07
INVENTOR = eric_rane
EOF

path_of_titans.exe
alderon / ue5 / mmo / live

guild_wars_2.exe
arenanet / 2012 / mmo

heart_of_thorns.exe
arenanet / 2015 / expansion

path_of_fire.exe
arenanet / 2017 / expansion

gw_factions.exe
arenanet / 2006 / campaign

gw_nightfall.exe
arenanet / 2006 / campaign

gw_eye_of_north.exe
arenanet / 2007 / expansion

warframe_wegame.exe
digital extremes / live

ashes_of_creation.exe
intrepid / ue5 / mmo

lemony_snicket.exe
amaze / 2004

digimon_ra2.exe
amaze / 2004

sims_2_psp.exe
amaze

lotr_tactics.exe
amaze

rails_across_america.exe
flying_lab
-
[networking_engine]
nat_traversal_netdriver.cpp — path_of_titans
Custom UE NetDriver for peer to peer listen server NAT traversal. libjuice (ICE/STUN/TURN) wired end to end across host registration, SDP signaling, and joiner connection state machines; server type agnostic so listen & dedicated servers share one ICE path. ICE transport stood up across all 10 shipping platforms — windows, mac, linux, android, ios, xbox series x|s, xbox one, ps5, ps4, and switch — with libjuice itself ported to the console targets (ps5, ps4, switch) and a custom Docker container authored for the deploy. PHP signaling/auth backend + Cloudflare Realtime TURN relay only the ~15% NAT fallback traffic — a projected ~$100K/yr relay bill turned usage based. UE Automation Spec regression gate; high impact crash fixes; AI assisted dev tooling.
-
[gameplay_systems]
public_event_system.cpp — guild wars 2
Architected the runtime for GW2's open world dynamic events. Composable event & state machine model authored entirely by designers; world boss scripting layered on top. Improvements to the proprietary scripting language followed: variables, subroutines, for loops.
-
[character_tech]
composite_dye_system.cpp — gw2
Architected character creation and the composite dye system — runtime that lets every player personalise armour colour across multi channel materials. One of the most heavily used systems in the game.
-
[leadership]
gameplay_platform_team — heart_of_thorns
Product owner for the GW2 gameplay platform team in the run up to Heart of Thorns. 13 engineers, 15+ stakeholder feature teams. Critical to the timely release.
-
[liveops]
guild_wars_2_china & play_for_free
Product owner for GW2 China — localisation and the systems required to satisfy Chinese governmental restrictions on video games. Owned Play For Free: live the minute it was announced via livestream.
-
[tools_ue5]
dynamic_content_placement.uplugin — ashes_of_creation
UE5 system for swapping encounters into world locations using tags and map metadata. Custom editor tools for iteration speed and content validation. UE5 spell check plugin integrated into the team's internal ImGui tooling.
-
[automation]
warframe_wegame_pipeline — digital_extremes
Build & production automation systems in MongoDB, Python, C++, Slack. Modernised XInput and Steam Input across the game.
-
[combat_audio]
projectile_scripting + wwise_ducking — probably_monsters
Multiplayer capable Blueprint projectile scripting system. WWise integration with combat aware audio importance and ducking system that prioritised the right cues during action combat chaos.
| year | role | studio | notes |
|---|---|---|---|
| 2026-now | gameplay / engine engineer | alderon games | custom UE netdriver for p2p NAT traversal (libjuice ICE/STUN/TURN, PHP signaling, cloudflare TURN; ~$100K/yr relay bill turned usage based); ICE transport live on all 10 platforms (PC, mac, linux, mobile, every current console), libjuice ported to ps5/ps4/switch, custom docker deploy; android vulkan crash fix (~20k users), GC + vulkan lifetime guards; respawn-loop save-migration fix; agentic dev tooling: AI code-review discord bot, jira dedupe (7.3k tickets), sentry crash digest |
| 2025-26 | senior gameplay engineer | intrepid studios | UE5 dynamic content placement (tag + map-metadata encounter swapping); custom editor tools for iteration + validation; ImGui spell-check plugin |
| 2024-25 | founder | eric rane games | solo UE5 open world sandbox: UI, AI, gameplay loop end to end; CI/CD + headless UE5 regression/balance-sim harness behind perforce gate; agentic coding workflows + AI automated code review throughout |
| 2021-23 | lead gameplay engineer | digital extremes | warframe wegame build + production automation (mongodb, python, c++, slack); XInput / Steam Input modernisation across the game |
| 2019-21 | senior gameplay engineer | probably monsters | multiplayer-capable BP projectile scripting for designers; WWise combat-aware audio importance + ducking system |
| 2005-19 | gameplay / technical director | arenanet | shipped every guild wars expansion (factions, nightfall, eye of the north, heart of thorns, path of fire); architected public event system, character creation, world boss scripting, composite dye; product owner GW2 china + play-for-free launches; gameplay platform team lead (13 engineers, 15+ stakeholders) through heart of thorns; UE5 prototype direction |
| 2002-05 | gameplay programmer / lead | amaze entertainment | sole gameplay programmer on digimon rumble arena 2 through production; shipped lemony snicket, sims 2 psp, lotr tactics; proprietary-engine prototype in first weeks |
| 2000-02 | gameplay programmer | flying lab software | rails across america |
| 1999-00 | patent inventor & founder | enotez (sold to infospace) | web to wireless text messaging, pre SMS |
| 1999-00 | programmer | microsoft | y2k bugs for windows resource kit |
| 1997-99 | programmer | nethelp international | phone system + SQL DB integration for call centre |
{
"engine": ["unreal_engine_5", "proprietary"],
"languages": ["c++", "blueprints", "python", "editor_scripting"],
"systems": [
"gameplay_architecture",
"designer_tools_pipelines",
"multiplayer_live_service",
"input_xinput_steam",
"audio_wwise",
"performance_iteration"
],
"production": [
"tech_direction",
"product_ownership",
"launch_operations",
"build_release_automation",
"mentorship"
],
"education": "digipen / a.s. interactive simulation media"
}
$ ./contact.sh --reason "principal, staff, lead, or tech director"
// open to principal, staff, senior, lead, and technical director roles across gameplay & multithreaded-simulation engineering.
- [01]ericrane@gmail.com // preferred
- [02]request resume + phone // via email
- [03]san diego, ca // remote ok
$ exit 0