Ryan Bartley is a Product Manager and former filmmaker with 13 years of experience building cloud-native testing and certification solutions for high-profile game studios on Stadia. He pairs deep graphics and systems engineering expertise—C++, OpenGL, GPGPU, networking and Unreal Engine—with product instincts to solve large, real-time graphical problems at scale. Previously a senior technical solutions engineer for studio launches and a long-time contributor to the Cinder creative coding library, he brings hands-on open-source UX improvements and low-level performance work to product decisions. Based in Austin, he excels under tight constraints, moving fluidly between collaborative leadership and solo technical architecture, and often prototypes tools by night that streamline studio workflows by day.
13 years of coding experience
8 years of employment as a software developer
B.A., Cinema Studies, B.A., Cinema Studies at University of Southern California
Master’s Degree, Interactive Telecommunications Program, Master’s Degree, Interactive Telecommunications Program at New York University
Cinder is a community-developed, free and open source library for professional-quality creative coding in C++.
Role in this project:
Full-stack Developer
Contributions:116 commits, 43 PRs, 174 comments in 2 years 5 months
Contributions summary:Ryan primarily worked on examples within the Cinder creative coding library, specifically focusing on improving the FrustumCulling sample. The user revised code, added new drawing functions and updated examples for the current version of the library. Their contributions include refactoring and implementing functions, which indicate a focus on improving the usability and clarity of the example code, and incorporating best practices within the project.
Contributions:112 commits, 6 PRs, 49 pushes in 2 years 11 months
physicsmacosxmswphysics-3dbullet-physics
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