Solo studies, shaders, VFX, and rigs I built on my own.
Stylized rendering study recreating Kirby's soft, bouncy look with custom shaders and post-processing.
Local post-process hologram effect in Unreal Engine. Scanlines, chromatic aberration, and flicker.
Fluid-like dissolve effect using noise and vertex displacement for organic material transitions.
Screen space particle dissolve effect for stylized character deaths and transitions.
Cyberpunk Edgerunners-inspired afterimage VFX study. Motion trails and color separation.
Stylized waterball split into a refractive core, a metaball drip layer, and a Niagara splash.

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

Full creature rig for Rika from Jujutsu Kaisen. Oversized jaw, clawed limbs, IK/FK, and facial setup. Model from Sketchfab, rig fully my own.

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

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

Custom real-time renderer in C++ with Vulkan. PBR pipeline, frustum culling, compute shaders for BRDF/cubemap preprocessing.
Team games where I owned the technical art and rendering.

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.

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

Global Game Jam 2026 horror game. Lighting direction, dynamic emergency lighting system.
I bridge art and engineering to help teams ship polished, performant games.
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