Technical Work
Filter by Tag
Selected Work
7 projects
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
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
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 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
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.
Want to see my artistic and visual work? Check out Canvas →
