Technical Artist & Graphics Programmer
Built real-time global illumination using SDF representations for VR environments. Implemented GPU compute pipelines for light baking optimization.
Built real-time global illumination using SDF representations for VR environments. Implemented GPU compute pipelines for light baking optimization.
Led technical direction for 16K immersive installation with 360° projection. Architected projection mapping pipelines and managed 64-channel spatial audio.
Directed team of graphics engineers developing high-performance VFX with compute shaders and Burst-compiled code.
Created shader library targeting mobile and desktop. Developed grass rendering system with volumetric lighting across hardware tiers.
Developed HDRP cloth shader system with 12+ fabric types. Optimized VFX with physically-based subsurface scattering.
Delivered specialized shader solutions for fashion tech including realistic fabric rendering and PBR workflows.
Engineered custom lighting system for web3 social applications. Built stylized cloud shader with 8-layer parallax.
Created custom shaders including terrain, clouds, water with caustics, and bubble VFX for game environments.
Developed graphics solutions for AR/VR across Quest 2 and HoloLens 2. Optimized particle systems and post-processing.
Delivered graphics programming for AAA game development. Shipped custom shaders across PC, PS5, and Xbox Series X.
Deep dives into shaders, graphics programming, and real-time rendering
// Ready for shader optimization, VFX development, or graphics engineering collaboration