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Professional Software Developer,
Indie Game Developer,
Relentless Tinkerer

Please enjoy these samples of my personal projects.

Boids-based entity simulation in 3D space using compute shaders to simulate and render 150,000 individual entities in real time, with additional hard surface collision and configurable behavior based on 'swarm'.

Using Unreal Engine's particle system, Niagara, to create a novel visualization mechanic that is reminicent of echolocation. Information about surfaces is conveyed through position, size and color that is surprisingly intuitive to the player.

Rendering out pixel art textures and normals maps using Blender for real-time lighting in 2D games.