Projects | Dencho

All Projects

Everything listed here was programmed by me.

- Total: 90 -
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Peach

Peach is a rhythm game I made and self published on steam. It utilizes the Steam API via the Heathen SDK.

Corrupted Realms

Contracted as a Senior Front-end Programmer for a Web3 MMORPG CodeName: CorruptedRealms

VFX Practice [07]

A small experiment to create a reactive shadergraph with exposed properties that a custom controller can use to make the shader react to the beat of an audio clip.

Physics Based Procedural Animations [02]

Calibrating the muscle joints on big Boss Character.

Terrain Practice [01]

Frustum Culling is a technique used in computer graphics to improve rendering performance by discarding objects that lie outside the viewing frustum.

Terrain Practice [02]

Frustum Culling is a technique used in computer graphics to improve rendering performance by discarding objects that lie outside the viewing frustum.

Web3 Land Based Map System

Contracted by a startup to RnD and produce a working prototype of an Interactive Map with overlaying hexagonal cells and dynamic states that change based on the live NFT metadata pulled from the blockchain.

NFT Artisan

This tool allowed the team to easily recreate NFT metadata and media from serialized data types in a Unity project, like an array of CellData or GameObjects.

Crypto Comedy Club

Contracted out by a small team with plans to launch a Comedy Club in the Metaverse tied to custom NFT metadata and the $LOL token.

XR Player Controller [05]

Refining one of the first Prototypes to exist (in 2020) to contain a full body avatar and finger tracking.

AI Mob Controller [05]

This experiments goal was to iterate on my previous AI Controllers and refine the locomotion and procedural animations.

Dynamic Collider System

Colliders that transform with Physics.

XR Bridge System

The goal of this experiment was to create a procedural dynamic map out of bridges and hub nodes of my own design.

XR Magic System

I wanted a modular magic system that works with physics based grabbables.

AI Mob Controller [04]

This experiments goal was to iterate on my previous AI Controllers and refine the combat system.

Discord RPC

Custom Discord Plugin for Unity.

Fun With Gizmos And Math

I create alot of small gizmos extensions, some of which for no reason and for fun.

VFX Practice [06]

More VFX practice so that I might one day be able to make a decent looking kamehameha.

AI Mob Controller [03]

This experiments goal was to iterate on my previous AI Controllers and refine the spawning and path finding algorithms.

A* Map System

Contracted to make a Custom A* Map System.

AI Mob Controller [02]

This experiment is mainly focused on ground based AI designed to work with a XR Player Controller.

Inverse Kinematic Vending Machine

Contracted to make a "Smart" Vending Machine feature designed to work with VR Players.

GameJam [01]

This GameJams theme was the exploration of destructible objects using magic.

VFX Practice [05]

Rhythm based VFX, A simple test of animating VFX components to the beat, volume, and onset of an analyzed audio clip.

XR Chemistry Framework

I was contacted and contracted out by a School District Manager looking for ways to Adapt XR as a means for kids to learn remotely in a more immersive way.

XR Player Controller [04]

Refining one of the first Prototypes to exist (in 2020) to contain a full body avatar and finger tracking.

XR Player Controller [03]

One of the earliest prototypes to exist at the time (2020) that I know of, to contain a full body avatar and finger tracking.

AI Mob Controller [01]

The goal of this experiment was to learn what it takes to create an AI that operates within perspective of a XRPlayerControllers camera view.

Physics Based Procedural Animations [01]

I love working on physics based animations.