Hardspace: Shipbreaker
Gameplay, UI, and systems programming on an award-winning first-person action puzzle Unity game.
With explosions.
Programmed gameplay, UI, and player data systems in C# within a complex game based on a hybrid ECS architecture.
• Architected a modular and extendible system for managing collectible, categorized parts of a "space truck" feature.
• Implemented an experimental occlusion and lighting algorithm in HDRP based on GTAO, AMD CACAO, and SSDO to improve quality and performance over the Unity built-in solution.
Fera: The Sundered Tribes
Rendering, optimization, and gameplay programming on a third-person multiplayer open world action UE5 RPG.
Comes with a wingsuit and a grappling hook, obviously.
Examined undocumented areas of a large codebase to resolve major physics errors and achieved a ~25% CPU time decrease.
• Reacted to rapidly fluctuating CPU, GPU, and load time performance issues based on data from Unreal Insights, Pix, and RenderDoc.
• Provided notes for common optimization pitfalls for the performance section of an Unreal Fest 2024 presentation.
• Developed compute shaders for world interactions and effects based on 3D render targets that leverage GPU parallelism to accommodate a large, vertical open world in under 0.1ms each.
Bulk in the Future
Solo in-progress experimental project focusing on scalable approaches to Unreal's cutting-edge features like PCG, Chaos destruction, Nanite, and Niagara fluids.
Punch through rocks, eat uranium, and find a way home to Earth.
• Building a dynamic, open world populated with thousands of interactable and destructible objects placed with PCG and managed by efficient, semi-parallelized Subsystems.
• Making heavy usage of Subsystems to maintain modular, extendible, and game-agnostic architecture.
• Generating original assets and modifying existing assets to fit a unique, alien aesthetic.
Godot-Extras
C++ optimization libraries and GLSL-like shaders released for Godot Engine hosted freely on GitHub.
Lots of stars and lots of forks. No spoons.
Rendering and optimization MIT-licensed repository with over 130 stars on GitHub actively used by third-party projects.
• Implemented a comprehensive, multithreaded C++ LOD library across two major engine versions
• Updated the C++ optimization library for Godot 4 with new features inspired by Unreal's Significance Manager design patterns.
• Designed an efficient vertex paint blending shader in GLSL-like Godot Shader Language with features inspired by the Ubisoft GDC presentation on Far Cry 5.
Godot Engine
Official developer and contributor to the third most popular publicly available game engine.
Cross-platform and open source, powered by C++ and GLSL.
Officially recognized as an engine contributor on the Godot contact page.
• Supplying contributions to the engine rendering system, particle system optimization, and core in OpenGL, Vulkan, and C++
• Providing additions, fixes, and polish to engine documentation.
This. Is. Not. Working.
Main developer, tech artist, and one of the core audio designers on a VR sound-driven first-person adventure Godot Engine experience.
No, it's not really a game. Yes, all the audio is original.
Main developer and tech artist in a team of four using Godot Engine to create a sound-driven VR project.
• Modeled custom objects and made modifications to premade assets in Blender and GIMP.
• Wrote a 5-page paper describing development methodology and created a video presentation in Vegas Pro.
• Processed game audio with ACID, Sound Forge, and Audacity.