Game Designer
Designing RPG experiences where every choice leaves a mark.
Hi, I'm Ryan Ly, a Game Designer with a love for RPGs. I've been playing them my whole life, and designing them is where that passion has taken me. I'm currently looking for quest design and scripting roles in the games industry.
My work focuses on branching narratives, player agency, and building sequences where choices lead to real consequences. I've applied those skills hands-on by scripting quests and levels for Path To Menzoberranzan, a custom BG3 campaign mod, and through writing fully playable D&D 5e modules with multi-outcome encounter systems.
Outside of games, I enjoy reading books, listening to music, and birdwatching.
Scripted and designed quests/levels for Path To Menzoberranzan, a custom campaign mod for Baldur's Gate 3. Used BG3's scripting framework to implement branching gameplay sequences, multi-stage encounters, and reactive dialogue that responds to player choices and companion state. Worked cross-discipline alongside writers and artists to maintain narrative consistency, and created a GDD to communicate quest logic and branching structures clearly across the team.
A D&D 5e one-shot module. The players must unite an unprepared village, making preparation choices that directly branch into different difficulty states and outcomes. Built to be reactive and respect player agency; various NPC interaction, environmental resources, and preparation decision lead to clear gameplay consequences. This focus for this project was to create a reactive sequence that respects player agency.
A goofier D&D 5e one-shot for low levels. Players investigate stolen pies in Honeybrook, navigating branching NPC interactions, a multi-outcome skill challenge, and a final confrontation with raccoon bandits that supports stealth, social negotiation, or combat, each with distinct resolutions. Designed as a multi-path system where every approach produces unique, purposeful outcomes.