Ryan  Shwayder



Experienced game developer with strengths in the creative, technical, community, and managerial aspects of game design and development. Contributed to all phases of game creation, ranging from founding a company through post-launch.


Blizzard Entertainment, World of Warcraft – Irvine, CA (2012-Present)

Game Designer (2012-Present)

  • Game Designer on Blizzard Entertainment’s World of Warcraft

38 Studios, “Project Copernicus” – Providence, RI (2006-2012)

Content Design Supervisor (2010-2012)

  • Managed teams of content designers, writers, and artists in a collaborative environment
  • Trained content designers of all experience levels in processes, tools, theories, and practices
  • Acted as Scrum Master (both scheduling and stand-ups) for crews of game developers
  • Consulted by members of all departments to assist with design-related issues and systems
  • Authored content implementation guidelines and best practices, streamlining content creation
  • Reviewed quests, dialogue, events, maps, and population created by content designers
  • Implemented advanced game content in zones (scripting, events, quests, population, etc.)
  • Actively took on additional projects to improve the game and frequently prototyped new ideas

Content Designer (2009-2010)

  • Concepted zones and collaborated with environment artists to build out playable world spaces
  • Implemented quests, dialogue, population, and scripted content in zones
  • Lead efforts in the creation of tools, templates, and practices to improve design efficiency

Game Designer (2006-2009)

  • Defined many of the core and differentiating features for Project Copernicus
  • Helped create the world, setting, and lore for a new intellectual property (Amalur)

Sony Online Entertainment, EverQuest II – San Diego, CA (2004-2006)

Community Relations Manager (2005-2006)

  • Served as the face of the EverQuest II development team for the player community as “Blackguard”
  • Managed a community relations team with domestic and international representatives
  • Represented the game and company in-person at major conventions, events, interviews, and Fan Faires
  • Maintained regular contact with community leaders from fansites, forums, and in game
  • Worked on projects to improve player retention, e.g. making in-game appearances and running contests

Apprentice Game Designer (2005)

  • Reworked and implemented quests, dialogue, and population for EverQuest II
  • Learned design principles and tools, including the implementation of scripted content using LUA

Community Relations Representative (2004-2005)

  • Fostered a greater sense of community in our players through interactions on the forums
  • Compiled feedback and issues for development and organized them based on player perception
  • Produced content for the official website, including news and featured articles

Quality Assurance Analyst (2004)

  • Tested and regressed bugs for EverQuest II during its pre-Beta and Beta phases
  • Compiled important issues reported by the community for development lead meetings
  • Acted as the official beta forum representative for the quality assurance team

Serpentech – Denver, CO (2001-2004)

Founder/Creative Lead (2001-2004)

  • Designed, implemented, and managed multiple successful gaming and contract websites
  • Lead project management of websites, implemented front-end interface and visuals, assisted on back end
  • Interacted with website communities and external companies to facilitate success
  • Gaming Websites:,,,,

Maximum Charisma Studios – Arvada, CO (2001-2002)

Customer Relations Intern (2001-2002)

  • Interacted with customers via forums, email, and in game
  • Created content for the official game website
  • Quality assurance tested the Fighting Legends MMORTS

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