Last Year’s Bones

Last Year’s Bones — Collage of a Year WIP · Study Archive · Updated 11 Aug 2025 Why This Exists Last Year’s Bones is my way to make teaching at TGA actually stick. Rigging, Houdini tools, materials, timing, animation, rendering — I needed one place to weave those lessons together. It’s a collage of studies …

Idle Village

Idle Village — Identity-Driven Idle Sim Unity · C# Mobile-First Status: MVP Core (Early) Updated: 15 Aug 2025 Your browser does not support the video tag. Demo: summon → identity-driven needs → villagers path to tiles. Filmed on iPhone 11 · Tested on iOS 18.5 TL;DR Identity-first idle sim. Each villager has a Soul/Flame/Stone + …

Material

🧱 Material Study — Stone Tile A completed procedural material built entirely in Substance Designer. This study focused on sculpting stylized stone using tile samplers, slope blur, grunge blending, and custom masks — all assembled into a clean, game-ready output. Final pass presented in a dynamic scene — focused on stylization, lighting, and presentation polish. …

Spite: Catharsis

This project ran for a month and a half, including a pre-production phase where we planned, iterated, and eventually built one of the most technically diverse game slices I’ve been part of. I worked across VFX, shaders, procedural tool creation, and animation scripting — and for the first time, I saw my work connect across …

Bar Fluid Animation

I created a VAT (Vertex Animation Texture) animation because I found them incredibly beautiful when applied to VFX. This project was a joy to work on, and I loved every step of the process. I also wanted to dive deeper into Houdini, as I see the incredible potential and beauty that the software offers for …

Project OpenGL Foundation

One of my most challenging yet rewarding projects was mastering matrix math, rendering concepts, and lighting techniques. I delved into the mathematical foundations and explored various shaders, enhancing both my technical skills and creative capabilities.This project was particularly enjoyable because of the freedom it afforded me to develop and manipulate every aspect from the ground …

Red Hood Runs

This was my first project after taking a break from game development. I focused on getting comfortable with my old tools and shaking off the rust. This project introduced me to procedural design, which led me to implement a self-generating tile map using simple tools in the Unity inspector. This made it easy to create …

Square Gamble

This was the second project I undertook after returning to programming and game development following a break. It was an extremely formative experience that taught me the challenges of scope creep. Most importantly, I learned how to manage myself during the development of a larger project to avoid burnout and stay inspired over extended periods. …