Wild enginePersonal DirectX 12 framework for researching rendering techniques like volumetric fog, procedural island generation, ocean rendering, and procedural grass.
Godot hybrid ray-tracingModified Godot's Vulkan back-end to implement hardware-accelerated ray tracing, using a hybrid rendering approach for reflections.
Custom engine | NakonCustom PlayStation 5 and DirectX 12 engine where I worked on abstracting the PS5 rendering pipeline and implementing various rendering, engine and gameplay features.
GPU-driven procedural grass renderinggrass rendering system that generates, animates (via Bรฉzier curves and Perlin noise wind), and draws grass blades entirely on the GPU using compute shaders and DirectX 12's ExecuteIndirect to minimize CPU overhead.
FFT based Ocean simmulation8 week research project implementing a Tessendorf-based FFT ocean simulation running on the PlayStation 5. Created with the PS5 rendering API.
Broomstick BlitzBroomstick Blitz is a chaotic broomstick racing game with a twin-stick twist. Shoot your opponents or the environment to unleash powerful race-altering effects!
PhasebreakPhasebreak is a turn-based tactics game set across two shifting dimensions, I worked on gameplay mechanics, bug fixing, and performance profiling. The game is set to release on Steam.
Workplace Fire Response SimulationA VR workplace fire simulation built in Unity for the Oculus Quest 2, where players take on the role of an Emergency Response Team member and complete safety checks to secure the building.
Gate 19An educational game built in a small team to raise awareness of COVID symptoms. Set at an airport checkpoint, players act as border agents, inspecting passports and identifying symptoms to decide who boards the plane, using the on-screen criteria panel as a guide.
Ragdoll-movementA Unity-based ragdoll controller that dynamically interacts with the physical environment using Unity's physics system.