I am a Technical Designer based out of Ontario Canada.
I create immersive experiences by leveraging iterative design principles, stylized 3D modelling, and efficient scripting techniques for quick prototyping.
I am currently studying rendering techniques, custom shaders, and visual effects, to enhance the aesthetics of my projects.
Heavy metal VR rhythm game.
Focused on a variety of visual effects to crank the metal up to 11! Highlighted here is the custom skybox which includes an audio reactive aurora.
Early Access on Steam Now!
A visual novel style project focused on Canadian politics with a comic book aesthetic.
Combined a variety of custom shaders and full screen effects to push the visual quality. Examples include a custom outline system, a page turn effect, and a custom character shader.
Play it on Steam Now!
Cozy, cute, and chill game made with Unity.
Created a variety of bespoke shaders and visual effects to enhance the enviroments of the game world.
Wishlist Seasonspree Here!
An exploration of shader techniques.
Using a handmade OpenGL C++ renderer I've been experimenting with noise, raymarching, matrix transformations, and other techniques to produce visual effects using mostly GLSL.
An assymetrical local multiplater VR game.
One player explores the haunted house to uncover its mysteries, while the other player haunts and stalks the intruder to its domain.
Download from Itch.io
A physics based plinko game clone where a tumbleweed travels across different lands by the power of the wind.
Created with Google Blocks, 3DS Max, and Unity. The tumbleweed was modelled in VR as an experiment.
Download from Itch.io