Ryan Gilbertthey/them

Game Designer·Systems & Content Design

Master's Candidate, University of Utah·Salt Lake City, UT

Portrait of Ryan Gilbert

About

Who I am

Game design fascinates me because it is the study of fun. Designers quantify, package, and deliver abstract feelings as accessible experiences — and the opportunity to do that as a career is the most tremendous privilege I could imagine for my life.

I believe a great game is a series of rules and systems that promote collaboration, competition, or enrichment, making the lives of the people playing more meaningful and thoughtful. Fun is the bridge a game uses to engage people during play, and it plants a seed that grows into a branching tree of community and impact. Games uniquely deploy systems that demand active participation, and creating those systems is the challenge that drives me.

I'm most interested in games where success is calculated by skill and knowledge meeting in the middle — where the center of play is the question "Will this work the way I want it to?" I aim to make games that foster synergy and encourage build-crafting to overcome obstacles.

I also love games with well-developed ambient storytelling that reward exploration. Behind every waterfall should be a secret room, behind every locked door bleeding audio, and at the bottom of every cave a surprise. Immersion lives in what your non-engaged senses pick up while you're focused somewhere else.

I started my education in political science, and I use those lessons as the foundation of my approach to design. Political science is the study of empathy — few disciplines combine ethics, philosophy, business, and anthropology the same way. I look for the intersection between a group's desire to reach a goal and the methods they prefer for solving problems, and I build systems for play out of that.

My career has come at the industry from several angles. At Maze Rooms I learned how immersion can enhance or detract from a person's ability to perform, and which systems promote communication and collaboration. In analog games I learned rapid prototyping, leadership, and how to both give and take criticism while leading concept development. At Bungie I learned to contribute inside a large team and picked up broader production thinking — realistic scope, clear test objectives. At the University of Utah I'm focused on carrying that analog foundation into the digital realm.

Most importantly, I want people to be happy. I want to help bring joy to the people who play games and love games, because I see no greater privilege than the opportunity to do that for a living.

Off the clock

Currently playing
Skyrim: Special Edition
All-time favorites
Destiny 2, Titanfall 2, Elden Ring, Magic: The Gathering
Outside of games
Rock climbing, playing with my cat
Dodge Charger, a black cat, lying on a pale wooden floor

Thank you for taking the time to get to know me! This is my cat, Dodge Charger, who is the real brains of this operation.

Portfolio

By organization

University of Utah

Role Master's CandidateWhen 2026 — 2028
Husky Run

Husky Run

A mobile reimagining of Alpine Ski (1981): an endless sled-dog run where you bark into the mic to speed up.

Role Game DesignerYear 2026

Husky Run

University of Utah Released

A mobile reimagining of Alpine Ski (1981): an endless sled-dog run where you bark into the mic to speed up.

Overview

Title
Husky Run
Year
2026
Medium
Unity
Role
Game Designer
The Brief & Goals

For a class assignment, our team of eight redesigned a pre-1984 arcade game for mobile: no multiplayer, d-pad and single-button controls, one mobile-specific mechanic, aimed at casual retro fans who want low entry and a high skill ceiling. We chose Alpine Ski (1981) and turned it into an endless sled-dog run. I wrote the GDD, did the original concept design, designed both new mechanics, and built the tile maps for every test level.

The bark mechanic lets players shout "Yip Yip" to speed up, with no way of slowing down. The goal of this feature set was to create a silly, out-of-control feel that supports low player investment time. We added a touchscreen toggle for audio input so players could still engage with the mechanic in crowded or loud places. The jump mechanic gives a second way to evade: rocks can be jumped or steered around, but trees can only be steered around, so players make a choice on every obstacle.

Impact / Results
Playable in-browser on itch.io as of September 2026. Playtesters had a lot of fun barking at the screen, making for a lively test with lots of laughs. I learned a great deal about different aspects of the Unity design pipeline, including tilemapping, obstacle spacing, and design around a procedurally generated infinite map.
Memories of Mazu

Memories of Mazu

A VR serious game about the journey from grief to gratitude, told through a grandchild's walk across their late grandfather's island.

Role Narrative DesignerYear 2026

Memories of Mazu

Released

A VR serious game about the journey from grief to gratitude, told through a grandchild's walk across their late grandfather's island.

Overview

Title
Memories of Mazu
Year
2026
Medium
Unreal Engine 5, VR
Role
Narrative Designer
The Brief & Goals

Memories of Mazu is a VR serious game exploring the journey from grief to gratitude. You play as Ai, whose grandfather Yeye has just passed away. Walking his home island, Ai collects memories of him and slowly works through the sadness of loss and what it means to go on in a world without him. I was the narrative designer, one of two designers on an eight-person team at the University of Utah.

Memories of Mazu shipped as a finished, released game. Writing the script and then building the systems that deliver it taught me that narrative design doesn't stop at the page: where a trigger sits and how a subtitle reads decide whether a line lands in the moment the player reaches it.

Impact / Results

I wrote the narrative outline and, ultimately, the full script, shaping how Ai's grief turns toward gratitude across the island.

On the implementation side, I built the subtitle system in Unreal Engine 5 and placed the volume triggers that start each line of dialogue as the player explores. I also handled cleanup passes, such as adding textures to the environment.

Education

Background

University of Utah

Master of Arts and Engineering, Game Design
Expected May 2028 · Salt Lake City, UT

Loyola Marymount University

Bachelor of Arts, Political Science
Minor in Art History
Graduated May 2024 · Los Angeles, CA

Skills & Tools

Toolkit

Design — specialty

  • Systems design
  • Content design
  • Concept development
  • Creative strategy
  • Game balancing

Design — also

  • Narrative design
  • Puzzle design
  • Immersive / escape room design
  • Physical prototyping
  • Accessibility-minded design

Production & QA

  • Agile / sprint workflows
  • Bug writing & triage
  • White-box & black-box testing
  • Team management
  • Interdisciplinary playtest hosting

Engines & software

  • Unreal Engine
  • Unity
  • Creation Engine
  • Tiger (Bungie)
  • GitHub
  • Jira

Get in touch

Contact

I'm always excited about new ideas and experiences! Please feel free to reach out for any and all game-related inquiries.

ryangilbertdev@gmail.com