Ricky Taylor is a pragmatic engineering leader and polyglot developer with 16 years of experience building games, low-level firmware, and scalable back-end systems. As a co-founder and CTO-level technologist, he has architected game engines and cloud-native backends using Rust, Go, NodeJS and Kubernetes, and shipped production titles and services for studios including Exient and Well Played Games. He brings deep C++ expertise from two decades of systems work, paired with specialist skills in Rust, Python, C#, JavaScript and assembly, and a taste for reverse-engineering and low-level engineering evidenced by contributions to projects like openiBoot. Ricky combines product-focused iteration with an appetite for “whacky” technical ideas—often turning them into practical features such as asset loader improvements in the Bevy engine and CI artifact signing in Taskcluster. A first-class Computer Science graduate from Birmingham, he’s equally comfortable in high-level architecture or debugging platform-specific surprises.
16 years of coding experience
12 years of employment as a software developer
Computer Science BSc, Computer Science, First, Computer Science BSc, Computer Science, First at University of Birmingham
Collaborative development of openiBoot for the iDroid Project
Role in this project:
Embedded Systems Engineer
Contributions:204 commits, 1 PR, 1 push in 11 years 8 months
Contributions summary:Ricky contributed to the openiBoot project by fixing bugs and adding new features, focusing on the device's low-level firmware. The commits include fixing 'poweroff' functionality, initialising installer mode with image data, adding queuing to USB functions, drawing helper, implementing Ready status command to OIB protocol, and implementing word size support for the SPI driver. Furthermore, they added code for a Known-position task switching and code related to the new USB protocol.
A refreshingly simple data-driven game engine built in Rust
Role in this project:
Back-end Developer
Contributions:28 reviews, 5 PRs, 34 comments in 1 year 2 months
Contributions summary:Ricky focused on improving the Bevy game engine's asset loading and scene handling capabilities. They addressed a bug causing panics when removing resources from scenes by checking for resource existence before copying. Additionally, they introduced new `load_direct` implementations to the asset loader, enabling more flexibility in specifying asset types and settings. Furthermore, the user refactored and normalized matrix naming within the engine.
data-drivenbevygamedevrustgame-development
Find and Hire Top DevelopersWe’ve analyzed the programming source code of over 60 million software developers on GitHub and scored them by 50,000 skills. Sign-up on Prog,AI to search for software developers.