Technical Work

Tools, rendering, gameplay systems, and technical art programming.

Technical artist and gameplay programmer building production-ready tools, shaders, and systems for games. Available for studio roles, contracts, and technical collaboration.

Full Productions

Multi-disciplinary projects combining systems architecture, gameplay, and technical workflows

C# Game Systems and Tools — Networking, AI & Persistence

C# Game Systems — Networking, AI & Persistence

Built the complete game from scratch in Unity with C#. Features personality-driven AI, Firebase data persistence, gacha summoning system, UI framework, and gameplay mechanics. Each villager expresses behavior through a layered identity system (Soul, Flame, Stone, Traits, Quirks) that drives activity logic and emergent interactions.

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Spite: Pipeline Tools & HLSL Shader Work — Team Production

Spite: Pipeline Tools & HLSL Shader Work — Team Production

Developed Maya Python tools to automate animator workflows and wrote HLSL shaders for visual effects. Technical contributions to a 14-person action RPG team, focusing on pipeline automation and artist empowerment.

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C# Gameplay Systems — Inventory & Core Architecture

C# Gameplay Systems — Inventory & Core Architecture

Built the complete inventory system in Unity/C# and contributed to core gameplay systems in a 4-programmer team. Implemented shader integration, peer-coded across gameplay features, and focused on scalable architecture for a narrative-driven adventure game.

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Focused Studies

Individual pieces exploring specific programming techniques and systems

OpenGL Renderer — custom C++ engine lighting pass

OpenGL Foundation — Custom C++ Renderer

A lightweight graphics engine built from scratch in C++ with raw OpenGL. Implemented mesh loading, shader pipeline management, camera systems, and Phong lighting. Helped me understand the fundamentals of rendering — from vertex buffers to draw calls.

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Procedural Foliage Tool — Houdini → Unreal

Houdini-based vegetation generator producing optimized meshes, baked wind data, and automated Unreal export pipeline for production environments.

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Water Shader — GLSL shader programming

Water Shader — GLSL Shader Programming

Custom water shader featuring vertex displacement for waves, screen-space refraction, and projected caustics. Built to explore real-time shader techniques and understand the math behind realistic water rendering.

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Procedural Material

Procedural Material — Substance Designer

Node-based procedural material built for real-time engines. Focus on scalable workflows, iteration speed, and production-ready technical art pipelines.

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Engine Focus Areas

⚙️

Systems Architecture

Designing scalable, data-driven systems for gameplay, AI, and tool development. Focus on clean code architecture and maintainability.

🎨

Graphics Programming

Custom renderers, shader development, and real-time graphics techniques. From low-level OpenGL to high-level shader effects.

🛠️

Pipeline Tools

Python and C# tools for Maya, Houdini, and Unity. Automating workflows and empowering artists with technical solutions.

🧠

Gameplay Systems

AI behaviors, inventory systems, character controllers, and game feel. Bridging design intent with technical implementation.

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Want to see my artistic and visual work? Check out Canvas →