Project Acceleracer

A Hotwheels themed racing fan game with over 5.000 players

Team: 2 devs, 2 sfx, 5 artists, 1 level designer

My contribution: Built the project from the ground up, recruited team members, and led the team throughout production. A significant portion of systems were developed by me.

Code Languages: UE BPs, C++

Pong Light

Massive real world replication of Pong

Team: 1 dev, 1 sfx, 1 vfx, 2 builders

My contribution: Executed the idea from a stage engineer to create this game, building it in 2 weeks.

Code Languages: UE BPs, DMX

Project Yaeger

First Person Shooter with Armor Penetration Sim

Team: Solo

Code Languages: UE BPs, C++

Planet Generation - Unreal

Procedural Mesh Generation + Algorithm Optimalization Study, porting a system created in Unity to Unreal Engine.

Team: Solo

Code Languages: UE BPs, C++

Planet Generation - Unity URP

Built-in Render Pipeline to Universal Render Pipeline conversion. Heavy custom HLSL shader work

Team: Solo

Code Languages: C#, HLSL

Midi Interpreter - Unity

Midi file loading and interpreting. Uses a generic C# library imported into Unity

Team: Solo

Code Languages: C#

Play Pengu! on itch.io

Pengu! Virtual Pet

A virtual pet that helped me learn about color theory, shape theory, and baby schema.

Team: Solo

Code Languages: C#

Road to Gnipahellir

Unity puzzle game.

Team: 2 developers, 4 artists

My contribution: I functioned as the shader and audio engineer, where I learned to create custom HLSL shaders.

Code Languages: C#, HLSL

Dungeon Generator

An algorithm designed with O-Notation complexity in mind, with useful debugging tools

Team: Solo

Code Languages: C#

Reacreating Cuphead

Vertical Slice in Unity

Team: 2 devs, 4 artists

My contribution: Parts of the gameplay code and shaders

Code Languages: C#, HLSL

Analysis: Need For Speed: Unbound

An analysis on enhancing the core gameplay loop

Analysis: TF2

An analysis on bugs that enhance gameplay

Analysis: Deus Ex

An analysis on designing a dense open world

Analysis: Warframe

An analysis on satisfying weapon modding

Canvas

Hand-dawn themed shader with map-like border. Pure post processing, no UI or other material dependencies.

Team: Solo

Code Languages: UE Shader Graph, C++, HLSL, C#

Lava

2 layers of normals, 2 layers of emissive masks, each lerped by 2 lerp masks. Every texture has the option to be moved through a panner, as well as have the ability to drive world displacement of the mesh surface.

Team: Solo

Code Languages: UE Shader Graph

ICE

4-layer parallax ice material, with 2-layer normals and translucent variant.

Team: Solo

Code Languages: UE Shader Graph

Metal Flake

Realistic metal flake material.

Team: Solo

Code Languages: UE Shader Graph

Gas Planet

Pending rework to be included in my planet generation project. Used in Project Acceleracer.

Team: Solo

Code Languages: UE Shader Graph, HLSL

Water

Fully dynamic water shader with gerstner waves. swaps to normal map when at further distances

Team: Solo

Code Languages: UE Shader Graph, HLSL

Auto Updater

Lightweight hesh-manifest-based patching solution

Team: Duo

Code Languages: C#

Sprocket Community Replica Project

Management project for a game not made by me

Team: Solo

Phasmophobia randomizer

Randomizer / Party game tool for the game Phasmophobia

Team: Solo

Destiny 2 Magic the Gathering set

Custom designed MtG set themed around Destiny 2

Team: Solo