Game Designer and Independent Game Developer (technical artist) focused on fast-paced gameplay, responsive controls, and dynamic visuals. 3+ years of experience shipping interactive games and tools using Godot 4, Blender, custom GPU shaders, and C++/raylib.
I specialize in 3D physics mechanics, low-gravity and high-skill player-feel systems, and performance-optimized real-time pipelines. I enjoy rapid prototyping, player feedback analysis, and building engaging web and desktop experiences for large audiences.
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Product & UI Design: Conceptualized and built an interactive web application allowing developers to preview dynamic shader assets and adjust uniform parameters live in-browser.
Visual Math & Shaders: Authored optimized fragment and vertex shaders demonstrating custom lighting, color-space manipulations, and procedural visual effects.
- Solo Game Designer & Developer: Designed and launched an 80s-inspired 3D arcade survival game featuring high-speed driving, dynamic airtime, and energy management mechanics.
- Physics & Controls Engineering: Scripted custom low-gravity suspension, air-tilt orientation, and momentum physics to deliver rewarding, high-skill game feel.
- Dynamic Shader Pipeline: Programmed custom GPU shaders where environmental palettes dynamically shift in real-time based on the player’s speed and altitude physics vectors.
- Cross-Platform Deployment: Engineered optimized builds for instant-play HTML5 Web browsers alongside standalone Windows and Linux desktop binaries.
Low-Level Architecture: Built a complete, lightweight game from scratch in C++ using the Raylib framework inside VS Code without commercial engines.
Core Game Systems: Programmed custom game loop architecture, input handling, rendering pipelines, and collision detection systems to ensure high performance and minimal footprint.
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