
Custom real-time renderer in C++ with Vulkan. PBR pipeline, frustum culling, compute shaders for BRDF/cubemap preprocessing.

4v4 pirate party game. Wind Waker-inspired water shader, procedural sail/flag animation, stencil rendering effects.

VR meditation experience. Interactive grass shader, stylized fire VFX, baked cubemap water reflections.

3D stealth game. Custom retro dither pipeline, palette quantization, environment art with Blender geometry nodes.

Cooperative racing game. Tessellation-based mud shader, toon shading, environment art and level design.

Endless jumper with custom shaders, particle effects, and procedural generation.

Interactive 3D mathematical visualizations. Wave functions, ripples, torus formations with custom shaders.

Horror screening game. Custom lighting, shader effects, and UI visual enhancements.

Global Game Jam 2026 horror game. Lighting direction, dynamic emergency lighting system.

CSV-to-ScriptableObject data pipeline, custom editor tools, combat session logger for designers.

Editor tool pipeline: audio capture to Whisper AI speech-to-text, Python automation, Excel export.

Custom bipedal character rig with IK/FK systems, squash and stretch, animator-friendly controls.

Exploration of photogrammetry pipelines: Meshroom workflow, image capture, retopology, and shader-enhanced final scene.
I bridge art and engineering to help teams ship polished, performant games.
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