|Army of Two: The Devil's Cartel (2013)||(Animators)|
|Alan Wake (2012)||(Game Animation)|
|Medal of Honor: Warfighter (2012)||(MP Animators)|
|Battlefield 3 (2011)||(Animators)|
|Alan Wake (2010)||(Game Animation)|
|Monday Night Combat (2010)||(Additional Animation)|
|Call of Duty 2: Big Red One (2005)||(Additional Animation)|
|Call of Duty 2: Big Red One (Collector's Edit... (2005)||(Additional Animation)|
|Ultimate Spider-Man (2005)||(Cinematic Animators "Team Panel" )|
|Ultimate Spider-Man (Limited Edition) (2005)||(Cinematic Animators "Team Panel")|
|Spider-Man 2 (2004)||(Animators)|
|Minority Report: Everybody Runs (2002)||(Animators)|
|Spider-Man: The Movie (2002)||(Animators )|
|Rochard (2011)||(Recoil Thanks)|
|Killzone 2 (2009)||(Special Thanks)|
|Spider-Man 3 (2007)||(Special Thanks to)|
|Kelly Slater's Pro Surfer (2002)||(Treyarch Thanks)|
Ryan has been animating in the games industry since 2001, after a childhood misspent playing video games and watching action movies. He loved cartoon animation and special FX as a kid but like many animators of his generation, "Jurassic Park" and "Terminator 2" were his "holy $#!t" moments that started him on a path towards 3d animation. His other love, of old cars almost set him down a very different career path building custom and race cars until he noticed that most mechanics he knew were really grumpy.
His first animation software used was a Childrens program called "Cartooners" for a 386 PC, which he used to make short movies of cartoon animals swearing and blowing each other up. His first game project was called "Commando Squirrels" and never got past the concept art phase.
He started his career at Activision/Treyarch and worked on several games there, including being a full-time member of the Ultimate Spider-Man team which won an Annie award in 2005 for "Best Game Animation."
In 2006, he got the travel bug and moved abroad, animating for high-profile game projects along the way, working as a senior and lead animator. He still plays a lot of games, feeling it's important to keep up with the state of the art and to be aware of the entirety of game development; not just one's chosen discipline. In the summer of 2010, he attended an animation summer school in Gobelins to further develop his keyframe animation skills.
He currently works as a contract animator, spending most of his time in Europe.
Last updated: Nov 13, 2010