Ryan Lee is a seasoned technical artist with over a decade in games and a broader media background dating to California television production, blending hands-on 3D modeling, rigging, animation and tool development with pipeline and UI engineering. He designs and implements assets and custom tools across engines—from Delta3D and Unity to WebGL and Blender—focused on removing busy work so artists can create. At the Naval Postgraduate School’s MOVES Institute he builds training and research applications for DoD clients, combining shader work, front-end UI, and automation to streamline asset delivery. His open-source contributions include improving the three.js Blender exporter to better handle skinned meshes and bone rotations, reflecting a pragmatic cross-disciplinary skillset. Known for leading small teams and writing practical scripts (MaxScript, C#, batch) to solve production bottlenecks, he’s equally comfortable in a pipeline or shipping game content.
12 years of coding experience
5 years of employment as a software developer
n/a, Computer Science, n/a, Computer Science at California State University-Chico
M.I.T. (Master's completed Spring 2010), Interactive Digital Game Development, M.I.T. (Master's completed Spring 2010), Interactive Digital Game Development at Southern Methodist University
BA, Mass Communication, Broadcast Production, BA, Mass Communication, Broadcast Production at California State University, Fresno
Contributions:16 commits, 3 PRs, 34 comments in 2 years 9 months
Contributions summary:Ryan primarily contributed to the Blender exporter for the three.js library. Their work involved merging and updating code, specifically related to bone rotation export for skinned meshes. They fixed issues with normals, improved the exporter's functionality to support both JSON and Object Loaders for static and skinned meshes, and addressed inconsistencies. The user also enhanced the UI with new properties and addressed various bugs.
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