Ryan Doering / Software engineer

I build the
systems.
And the possibilities.

From APIs and cloud infrastructure to game tools and interactive worlds. I like understanding how things work—and making them work better.

Scroll to explore
01 / Games & procedural worlds

Terraria-inspired / World generation

A world worth digging into.

SEED
2408
FOREST WORLD112 × 72 TILES
A side-view tile world generated from seeded noise. Use New world and Hilliness to reshape the forest and underground caves, or switch between day and night.
Grass Dirt Stone Ore Water
48%

One seed. Layers of possibility. Original pixel terrain inspired by Terraria.

Inspired by the worlds I work with in my Terraria mods ↗. Generate a new seed and see what grows.

Built with curiosity.Web & APIsCloud & systemsGames & tools

01 / Selected work

A few things
I’ve put into the world.

All projects

02 / Under the surface

Good systems handle
the unexpected.

Small details matter: validate the input, handle failures, and make retries predictable. Try the model below.

Interactive model / 01

A little logic.
A clear path through.

Good systems handle more than the happy path. Send a sample event through this small API model and see what happens along the way.

  1. 01

    Validate

    Check required fields

    Ready
  2. 02

    Process

    Normalize & deduplicate

    Ready
  3. 03

    Store

    Write once, safely

    Ready
RequestPOST /events
{
  "id": "evt_2049",
  "type": "project.viewed",
  "project": "API Playground"
}
ResponseAwaiting request
Choose a scenario, then run it. The request and response are yours to inspect.

Runs locally in your browser. Each run starts with one sample record. No network requests or real data.

Beyond the browser

Tools for worlds worth exploring.

I also develop games and tools through Uncanny Abyss Interactive.

Visit the studio ↗

Get in touch

Let’s talk.

For roles or questions about my work.