Independent / 2018–Present
Unity Game Development
Personal experiments in virtual reality, procedural terrain, navigation systems, and whatever seems fun to develop.
- Unity
- C#
- OpenVR
- HLSL
- Compute shaders
- A* pathfinding
Summary
Independent game development with a heavy focus on virtual reality, physics-heavy gameplay systems, and needlessly complicated interlinked systems. I'll add photos of these games at a later date for the curious.
Technical Highlights
- Created a GPU-accelerated procedural terrain generator using compute shaders written in HLSL
- Implemented multithreaded A* pathfinding in C# on dynamically generated navigation meshes
- Used the OpenVR SDK for virtual reality development
- Infinite worlds based on a floating origin, compatible with many physics entities, to reduce floating-point instability
- Custom water physics implementation
- Procedural physics-based animation

VR Mech Game
An ongoing personal project which puts the player inside a giant humanoid robot. The design goal was to make as much of the game physics-driven as possible and not to use traditional animations, including physics-driven mech control. I developed a lot of custom feedback mechanisms to really help convey the idea you're piloting this big lumbering mass. I mostly treat this project as a playground for technical experimentation.
Untitled Fishing Game
An experiment in designing a game that takes place entirely within one scene, on a development pause. I kept adding features and little details including a dynamic day/night cycle, dynamic weather patterns (wind, undersea currents, currents, waves), physics-based fishing mechanics, boat parkour (including a harpoon gun/grappling hook that is debatably more fun than the fishing...), progressive boat upgrades, and more.