|Call of Duty: Black Ops IIII (2018)||(Engineering)|
|Call of Duty: Black Ops III (2015)||(Senior Engineers)|
|Call of Duty: Black Ops II (2012)||(Engineers)|
|Call of Duty: Black Ops (2010)||(Engineers)|
|007: Quantum of Solace (2008)||(Senior Programmers)|
|Call of Duty 3 (2006)||(Additional Engineering)|
|Call of Duty 2: Big Red One (2005)||(Engineering Multiplayer)|
|Call of Duty 2: Big Red One (Collector's Edit... (2005)||(Engineering, Multiplayer)|
|Call of Duty: United Offensive (2004)||(Programming)|
|Return to Castle Wolfenstein: Operation Resurrection (2003)||(Technology & A.I. Programming)|
|Return to Castle Wolfenstein: Tides of War (2003)||(Technology and A.I. Programming)|
|Return to Castle Wolfenstein: Game of the Year (2002)||(Technology and A.I. Programming)|
|Return to Castle Wolfenstein (2001)||(Technology and AI Programming)|
|Kingpin: Life of Crime (1999)||(A.I. and Effects Programmimg)|
|Quake II Mission Pack: The Reckoning (1998)||(Additional Programming)|
|X-Men: The Ravages of Apocalypse (1997)||(Lead Programmer)|
|X-Men: The Ravages of Apocalypse (1997)||(Sounds)|
Ryan Feltrin started by developing modifications for the classic Quake engine. His first release was titled "Quess", a Battlechess type game using Quake characters for pieces, and supporting internet play. Next came QuakeRally, a mix of vehicles and Quake deathmatch which pushed the boundaries of modifictions at the time.
After the release of Quake2, Ryan began work on a new AI navigation system, which was used in the highly successful EraserBot offline multiplayer simulator. It was this work that sparked the interest of the games industry, and Ryan soon signed with Xatrix Interactive, makers of the Redneck Rampage and Cyberia games.
This was the start of a very productive period, having started on developing new AI systems, and moving onto other key engine technologies such as animation and networking, Ryan was a major contributor to Kingpin (1999, Interplay). Xatrix was then disbanded, with most staff (including Ryan) moving over to form Gray Matter Studios, who went on to develop Return to Castle Wolfenstein (2001, Activision/iD). This was a major effort for Ryan, who was tasked with converting the multiplayer-only Quake3 engine, into a single-player focused title with incredibly high hopes from a maturing audience.
After several years of indirection at Gray Matter, and the subsequent release of Call of Duty: United Offensive (2004, Activision), the studio was merged with Treyarch, where Ryan was re-signed late in 2004 to work with ex-Gray Matter employees on the multiplayer portion of Call of Duty 2: Big Red One (2005, Activision).
Treyarch was then assigned a challenging production schedule to develop Call of Duty 3 (2006, Activision), for both current and next gen consoles, to which Ryan was again to work with the multiplayer team. This time Ryan was assigned the tasks of improving the multiplayer animation system, fine-tuning networking performance and other gameplay oriented systems.
Ryan is currently working with Treyarch on an undisclosed project.
Last updated: Dec 06, 2006