Demo Reel

Demo Reel

Demo Reel
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Projects

The Children Are Sleeping | Unreal Engine 5, Niagara, Blueprint
Led VFX creation and rendering optimization as the team's Graphics Programmer on a 13-member team.

  • Engineered a dynamic post-processing system to visually represent player sanity with vignette and grayscale effects.
  • Authored key gameplay VFX in Niagara based on artist’s concept art, including item glows and monster threat auras.
  • Profiled the rendering pipeline with Unreal Insights to identify and resolve performance bottlenecks.
  • Implemented strategic lighting optimizations, such as using static shadows in Lumen, to boost framerates by over 30 FPS.
  • Developed the technical art pipeline with parameter-driven materials and VFX documentation to accelerate the team's workflow.

Kingdom of Boardgames | C++, OpenGL, GLSL
Implemented a custom shader component and authored shaders in the custom 2D game engine as a Tool Developer.

  • Architected a centralized shader manager using a custom GLShaderArray to load and apply all shaders instantly.
  • Authored four GLSL shaders that add dynamic fog, rain, lightning, and flowing waters, boosting overall visual immersion.
  • Enabled shader animations by developing a custom stopwatch component to pass the engine’s delta time to fragment shaders.
  • Provided an accessible shader pipeline that allowed team members to apply visual effects using a simple Enum for shader type.

If I Were the King | Unity, C#
Implemented UI from scratch in “If I Were the King”, serving as the dedicated UI/UX programmer, on a 6-member team.

  • Wrote C# scripts and used UGUI to implement a tutorial sequence, settings panels, and HUDs with dynamic resource gauges.
  • Utilized DOTween library and Unity’s Timeline to make procedural UI animations and narrative cutscenes with visual effects.
  • Earned a formal certification for successfully completing the program and delivering the final team project over a 3-week sprint.

Palagang | C++, OpenGL, SDL2, SFML
AArchitected a 2D game engine from scratch, as the team’s Engine Programmer and Producer.

  • Integrated foundational libraries for core game engine functions: SDL2 (Window), OpenGL (Graphics), SFML (Audio).
  • Diagnosed and resolved critical engine-level bugs, caused by dangling pointers and an input processing error.
  • Engineered a font rendering system that parsed and drew characters from a single sprite sheet.
  • Developed a trigger system for complex AI state changes and a Verlet-based physics engine with AABB collision detection.