I have hands-on experience with graphics programming in Unity, focusing on optimizing rendering, implementing custom shaders, and fine-tuning lighting systems for both 2D and 3D projects. During the VR training simulation project, I worked on realistic lighting and reflections to increase immersion and visibility, ensuring performance was optimized for VR hardware. I also experimented with fluid simulations and interactive visual effects, which required balancing realism with efficiency. In addition, I’ve built custom game engines in C++ and JavaScript, which gave me a deeper understanding of rendering pipelines, low-level graphics APIs, and performance optimization techniques. This helped me learn how to handle draw calls, resource management, and frame rate stability. I also use Blender for 3D modeling and animations, which allows me to integrate art assets smoothly and understand the technical constraints from both a developer’s and an artist’s perspective.

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I have hands-on experience with graphics programming in Unity, focusing on optimizing rendering, implementing custom shaders, and fine-tuning lighting systems for both 2D and 3D projects. During the VR training simulation project, I worked on realistic lighting and reflections to increase immersion and visibility, ensuring performance was optimized for VR hardware. I also experimented with fluid simulations and interactive visual effects, which required balancing realism with efficiency. In addition, I’ve built custom game engines in C++ and JavaScript, which gave me a deeper understanding of rendering pipelines, low-level graphics APIs, and performance optimization techniques. This helped me learn how to handle draw calls, resource management, and frame rate stability. I also use Blender for 3D modeling and animations, which allows me to integrate art assets smoothly and understand the technical constraints from both a developer’s and an artist’s perspective.

Available to hire

I have hands-on experience with graphics programming in Unity, focusing on optimizing rendering, implementing custom shaders, and fine-tuning lighting systems for both 2D and 3D projects. During the VR training simulation project, I worked on realistic lighting and reflections to increase immersion and visibility, ensuring performance was optimized for VR hardware. I also experimented with fluid simulations and interactive visual effects, which required balancing realism with efficiency.

In addition, I’ve built custom game engines in C++ and JavaScript, which gave me a deeper understanding of rendering pipelines, low-level graphics APIs, and performance optimization techniques. This helped me learn how to handle draw calls, resource management, and frame rate stability. I also use Blender for 3D modeling and animations, which allows me to integrate art assets smoothly and understand the technical constraints from both a developer’s and an artist’s perspective.

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