Tools, VFX, shaders, and systems I built individually.
Fluid-like dissolve effect using noise and vertex displacement for organic material transitions.
Local post-process hologram effect in Unreal Engine. Scanlines, chromatic aberration, and flicker.
Stylized rendering study recreating Kirby's soft look with custom toon shaders and post-processing.

Custom C++ renderer with PBR pipeline, BVH culling, instancing, and compute shaders.

Self-building Control Rig for the UE5 Manny. Procedural FK/IK placement, per-limb IK/FK switch, pole vector, and reverse foot.

Editor tool + pipeline: audio capture to Whisper AI speech-to-text, comparison script, Excel export for research.
Shipped during a data-science internship: a Python tool I built solo, used by company staff to generate client quotations, with email and image handling.

Spaced repetition learning app with file I/O and progress tracking. Built to sharpen Python fundamentals.
Team productions where I owned the technical art and tooling.

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

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

Custom .txt dialogue parser for non-technical narrative designers. Retro dither pipeline and palette quantization.

Combat session logger, CSV-to-ScriptableObject data pipeline, grid movement system. Tilt Five AR platform.

Modular RPG combat system with in-engine tools for designers to set up character stats, weapons, and more.
I build the tools and systems that help teams ship great work.
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