Ruin Rodriguez / Professional Record

Professional résumé

Ruin Rodriguez

Multidisciplinary Game Developer

  • Game & Systems Design
  • Level Design
  • Unreal Engine Implementation
  • Technical Art
  • Environment & Visual Development
  • UI & Product Development

I design and build atmospheric game experiences by combining spatial design, Unreal Engine implementation, technical art, environment development, and production-ready visual communication.

My work moves from early concept and greybox through implementation, testing, iteration, documentation, and final presentation.

Professional Experience

Contract, independent, and studio-based development across level design, Unreal Engine implementation, technical art, production systems, and visual development.

FEB 2023 — OCT 2023

Level Designer, Contract

Matrioshka Games · Philadelphia, US

  • Supported level design, environment implementation, and technical-art production in Unreal Engine.
  • Contributed to QA, production collaboration, documentation, and community-facing presentation support.
  • Assisted with production-ready implementation across design and visual-development tasks.
SEP 2023 — PRESENT

Founder & Multidisciplinary Game Developer

Datura Mist Entertainment LLC

  • Direct independent game and software development across Unreal Engine projects, Windows desktop tools, technical-art systems, and rapid prototypes.
  • Lead game and systems design, level design, UI and UX, Blueprint implementation, technical art, QA, documentation, production planning, asset integration, and release preparation.
  • Translate broad creative concepts into scoped milestones, data-driven architectures, vertical-slice plans, packaged builds, and presentation-ready production records.

Selected Productions

Shipped and ongoing work spanning commercial game development, independent projects, tools, and production resources.

February 2023 – October 2023

Expedition Agartha

Level Designer, Contract

Matrioshka Games

Unreal Engine · Windows PC / Steam

Contributed to the production of a medieval first-person PvPvE extraction game through level design, player-hub improvements, environment implementation, technical art, QA, DLC concept development, and community-facing presentation.

Improved player-facing spaces and production content across the hub and expedition environments, developed an in-game Blood Orb material effect, created the concept for the Gladiator Champion Helmet DLC, and supported testing, documentation, intern feedback, and community outreach.

  • Level design and player-flow iteration
  • Unreal Engine environment and technical-art implementation
  • Cross-disciplinary production collaboration
  • QA, version control, and rapid feedback response
  • Community presentation and player education
View contribution report

June 2025 – Present

Keep Away

Founder, Game Director & Solo Unreal Developer

Datura Mist Entertainment LLC

Unreal Engine 5.8 · Windows PC / Steam planned

Solo-developed audio-reactive arcade survival game built around quick sessions, mode-dependent movement, data-driven obstacle spawning, licensed music-driven visuals, and cosmetic personalization.

Designed and implemented the core gameplay loop, movement modes, portal transitions, obstacle systems, UI architecture, cosmetics framework, technical-art integration, data structures, and testing workflow.

  • Unreal Engine gameplay and systems implementation
  • Data-driven obstacle and game-mode architecture
  • Player-focused UI and interaction design
  • Audio-reactive technical-art integration
  • Solo production planning, testing, and iteration
Founder-Led Independent GameIn Active Development
Project splashKeep AwayApproved splash art pending
View contribution report

July 2026 – Present

Mini UI (Codename)

Founder, Product Designer & Solo Software Developer

Datura Mist Entertainment LLC

C# · XAML · WPF · .NET · Windows PC

A lightweight Windows note-board application that blends practical organization with customizable desktop presentation, allowing notes, drawings, folders, and decorative board elements to sit naturally over the user’s wallpaper.

Designed the product architecture, UX, note and board systems, personalization framework, local persistence, desktop integration, drawing pipeline, and QA workflow through an AI-assisted C#/WPF development process.

  • UI and product-system design
  • Desktop software architecture
  • C# / WPF implementation
  • Persistence, recovery, and workspace management
  • Iterative QA and performance-focused development
Independent Desktop Software ProductIn Active Development
Project splashMini UI (Codename)Approved splash art pending
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July 2026

Towers of the Crysenith

Game Designer, Creative Director & AI Prototyping Researcher

Developed under Datura Mist Entertainment LLC

Godot 4.6.1 via Tesana · Web / Windows x64

A gothic-chibi tower-defense and idle-sanctuary game created as a two-week, approximately $100 production experiment. The completed prototype includes hub defense, leader summoning, tower progression, collections, illustrated storytelling, and a 100-stage campaign across ten regions.

Defined the concept, systems, worldbuilding, progression, art direction, scope, budget, and acceptance criteria, then directed, tested, and iterated on Tesana-generated Godot builds until the prototype reached a coherent playable state.

  • Rapid prototyping and scope control
  • Game and systems design
  • AI-assisted production direction
  • Worldbuilding and visual coherence
  • Manual QA and generated-build evaluation
AI-Assisted Game R&DCompleted Playable Prototype
Official Towers of the Crysenith cover artwork
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Long-form IP development since 2020

Project Breathe (Codename)

Founder, Creative Director & Game Designer

Datura Mist Entertainment LLC

Current milestone: Unreal Engine 5.8 vertical slice

Windows PC / Steam planned

An original dark-fantasy open-world action RPG built around exploration, omen-driven storytelling, action combat, Spirit Glass equipment, soul-contract companions, and ritual preparation between expeditions.

Created the original IP, world and narrative foundation, core gameplay loop, progression systems, content architecture, vertical-slice scope, pitch materials, and Unreal Engine production plan while directing the project's visual, mechanical, and technical development.

  • Long-form systems and world design
  • Founder-level creative direction and production ownership
  • Converting a broad original IP into a scoped vertical slice
  • Data-driven Unreal Engine architecture
  • Cross-disciplinary documentation and content planning
Founder-Led Studio ProductionVertical Slice in Development
Project splashProject Breathe (Codename)Approved splash art pending
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