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 — 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.
Explore System Architecture →
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.
View Contributions →
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.
View Project Breakdown →Focused Studies
Individual pieces exploring specific programming techniques and systems
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.
View Technical Details →Procedural Foliage Tool — Houdini → Unreal
Houdini-based vegetation generator producing optimized meshes, baked wind data, and automated Unreal export pipeline for production environments.
View Tool →
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.
See Implementation →
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.
View Breakdown →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.
Want to see my artistic and visual work? Check out Canvas →
