All client work shown used placeholder assets and are not representative of the final product, all source code is original unless otherwise stated.
Either for fun or research these projects helped me hone my skills.
Everything listed here was programmed by me.
Peach is a rhythm game I made and self published on steam. It utilizes the Steam API via the Heathen SDK.
Contracted as a Senior Front-end Programmer for a Web3 MMORPG CodeName: CorruptedRealms
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.
Calibrating the muscle joints on big Boss Character.
Frustum Culling is a technique used in computer graphics to improve rendering performance by discarding objects that lie outside the viewing frustum.
Frustum Culling is a technique used in computer graphics to improve rendering performance by discarding objects that lie outside the viewing frustum.
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.
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.
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.
Refining one of the first Prototypes to exist (in 2020) to contain a full body avatar and finger tracking.
This experiments goal was to iterate on my previous AI Controllers and refine the locomotion and procedural animations.
Colliders that transform with Physics.
The goal of this experiment was to create a procedural dynamic map out of bridges and hub nodes of my own design.
I wanted a modular magic system that works with physics based grabbables.
This experiments goal was to iterate on my previous AI Controllers and refine the combat system.
Custom Discord Plugin for Unity.
I create alot of small gizmos extensions, some of which for no reason and for fun.
More VFX practice so that I might one day be able to make a decent looking kamehameha.
This experiments goal was to iterate on my previous AI Controllers and refine the spawning and path finding algorithms.
Contracted to make a Custom A* Map System.
This experiment is mainly focused on ground based AI designed to work with a XR Player Controller.
Contracted to make a "Smart" Vending Machine feature designed to work with VR Players.
This GameJams theme was the exploration of destructible objects using magic.
Rhythm based VFX, A simple test of animating VFX components to the beat, volume, and onset of an analyzed audio clip.
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.
Refining one of the first Prototypes to exist (in 2020) to contain a full body avatar and finger tracking.
One of the earliest prototypes to exist at the time (2020) that I know of, to contain a full body avatar and finger tracking.
The goal of this experiment was to learn what it takes to create an AI that operates within perspective of a XRPlayerControllers camera view.
I love working on physics based animations.