Coming Soon

Aspiring Rendering Technical Artist
CMU graduate student and aspiring technical artist focused on real-time rendering. I've always been drawn to games and animation, and I like working in that space where I can help artists bring their ideas to life while keeping things running smoothly. I have a foundation in both art and programming, along with a UX background, which shapes how I approach shaders, materials, and pipelines - balancing visual quality with performance and usability.

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

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

Endless jumper game with custom shaders and particle effects.

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

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

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, and environment art.

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

Horror-themed screening game where you examine arrivals for signs of infection through eye examinations.
Open to opportunities in games, film, and real-time graphics.
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