
Aspiring Technical Artist
Passionate about the intersection of art and technology. I specialize in shaders, VFX, rigging, and procedural systems for games, animation, and real-time applications. Driven to bring visuals to life through technical artistry.

Interactive 3D mathematical visualizations built in Unity. Features wave functions, ripples, torus formations, and more.

Horror-themed screening game where you examine arrivals for signs of infection through eye examinations.

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

VR meditation experience featuring interactive grass shader, stylized fire VFX, baked cubemap water reflections, and constellation interaction system.

Custom real-time renderer in C++ with Vulkan. Features PBR pipeline, BVH scene traversal, compute shaders for BRDF/cubemap preprocessing, and keyframe animation.

Production-ready character rig in Maya with IK/FK switching for limbs and spine, reverse foot setup, eye aim constraints, and organized driver/deformation hierarchy.

Fantasy RPG remake. Currently designing complex RPG battle system. Upcoming: spell VFX and in-engine combat animation.

Global Game Jam 2026 atmospheric horror game. Created lighting direction, dynamic emergency lighting system, and post-processing for a submarine escape experience.

3D stealth game with custom retro dither pipeline, palette quantization, and hand-crafted Kuromiro City using geometry nodes.

Cooperative racing game featuring tessellation-based mud shader, toon shading, environment art, and particle-based running VFX.

Endless jumper game with custom shaders and VFX work including particle effects and visual polish.
Open to opportunities in games, film, and real-time graphics.
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