Technical Work

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7 projects

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

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 driving activity logic and emergent interactions.

Spite: Pipeline Tools & HLSL Shader Work — Team Production
Python Maya HLSL Shaders Tools Pipeline

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.

C# Gameplay Systems — Inventory & Core Architecture
C# Unity Gameplay Systems Shaders

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.

OpenGL Renderer — custom C++ engine lighting pass
C++ OpenGL Rendering Shaders GLSL

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.

Water Shader — GLSL shader programming
GLSL Shaders Rendering

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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