Water Shader

Water Shader

Bar Fluid

Bar Fluid

ABOUT ME AS A TEAM PLAYER

Harmonies Ascendent Thumbnail

Stylized Fantasy Loot RPG: A project developed by a team of 4 programmers. I built the inventory system, edited shaders for nature-rejuvenation mechanics, and peer-coded across most core systems.

Spite: Catharsis Thumbnail

Stylized Action RPG: Developed by a team of 3 animators, 3 graphical artists, 2 technical artists, 5 programmers, and 3 level designers. I developed animation tools in Python for Maya to assist animators, created procedural rubble assets in Houdini for level art, and contributed stylized visual effects for combat and environment feedback.

✨ Notable Additions

OpenGL Renderer

A lightweight graphics engine written in C++ with raw OpenGL. I implemented mesh loading, shader management, camera systems, and Phong-style lighting.

This project helped me understand the fundamentals of rendering — everything from vertex buffers to draw calls.

Idle Village

A Unity prototype focused on backend architecture for idle games. I built tick-based logic, resource systems, and UI communication from scratch in C#.

Small scope, but clean and functional — a solid sandbox for gameplay systems and structure.

A stylized stone tile built in Substance Designer. Focused on tile sampling, slope blur, and procedural wear patterns — all combined into a polished, game-ready material.

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