
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.
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.

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

Interactive 3D math visualizations following Catlike Coding's approach. 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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