I'm a passionate game designer and technical artist passionate in procedural generation and emergent behavior. I'm currently studying at AIE in Sydney to create design documents and collaborate on games. In my free time I usually work on graphics programming projects and choreographing gameplay.
Following the work of bleuje (bleuje.com) and sage jenson (cargocollective.com) I implemented a simulation of the Physarum slime mold on the gpu with compute shaders. I was able to simulate >4 million particles in realtime on an RTX 2060
Following the HowToVulkan guide I created a vulkan renderer capable of loading models and responding to user input, my first foray into vulkan.
A platformer bullet hell I made over the course of 3 days in gamemaker studio 2, the game is 2 minutes long and through making it I learnt a lot about making fairly designed yet difficult and precise games.
A path tracer following ray tracing in a weekend implemented in the UIUA array language. Only lambertian diffuse is calculated and only ray-sphere intersections are implemented but it was a very novel coding challenge thanks to uiuas limitations
A project where I faithfully replicated the source engines movement inside unreal engine blueprints.
A short game made in collaboration with 5 other students in a short timespan.