Portfolio
All Projects
Game engine architecture, multiplayer systems, AI, procedural generation, graphics, and shipped titles. Click a category to explore in detail, or explore the interactive node map on the main portfolio.
Game Engine
A custom ECS-based game engine built from scratch in C++ with OpenGL, real-time physics via Box2D and Bullet, GPU-accelerated particles, bone animation, and per-object material shaders. Engineered to handle 10,000+ entities at 60 FPS.
Multiplayer
Multiplayer game systems built with a custom C++ networking layer integrated directly into Unity. Includes an online FPS with sub-50ms latency, client-side prediction, authoritative server architecture, and a local arena brawler with dynamic combat pacing driven by player state.
Procedural Generation
Procedural generation systems including IK-based procedural animation using the FABRIK algorithm for dynamic terrain adaptation, and Wave Function Collapse city generation for infinite, replayable tactical environments in Unity.
Shaders & Graphics
Advanced shader and graphics programming using GLSL and HLSL, including real-time ray tracing effects, volumetric fog and lighting, compute shaders, and GPU-accelerated particle systems built into a custom engine.
AI Systems
Game AI systems including an interactive A* pathfinding visualizer, a behavior tree system with GOAP integration for hierarchical squad AI, and a real-time flocking simulation using Reynolds' algorithm with multi-threading via Unity's Burst Compiler.
Completed Games
A collection of shipped games: a VR meat-handling training simulation adopted for corporate marketing, a 3D online multiplayer FPS, hackathon winners (1st and Top 5 from 200+ teams), and playable in-browser TypeScript games built with Microsoft MakeCode Arcade.