
Home, Sweet Home
Hi, and thanks for stopping by! This website serves as a portfolio, cataloging all of the projects that I've worked on over the years. It includes games, prototypes, fun ideas, and a couple of projects where I try my hand at possible new technologies for game/engine development — there are even a handful of papers on unorthodox approaches to mathematics problems.
The four projects below are the most recent projects with the former two being games and the latter two being new engine tech that I developed solo in my last semester at DigiPen Institute of Technology.
Gutter Ball
Originally planned to be a rogue-like bowling game, this 3rd person action hack-and-bowl came about after a lengthy development while learning how to manage scope within a given timeframe. Gutter Ball is a two semester junior project built in the Unreal Engine using a low poly art style and cartoon-ish gags.

Lost in Transit

We all know how our mail gets to us in the real world, but what about in cyberspace?
Lost in Transit is a 2D action platformer made in an entirely custom engine about a mailperson delivering a package through the risky environment that is cyberspace. The game features a pixel art style, environmental hazards, dash and teleportation mechanics, and full gamepad support.
Asynchronous Reprojection
DLSS has been a game changer technology in the past couple of years. Additionally, VR technology has made strides of its own. But what if we could take methods from both and make something new?
Asynchronous Reprojection takes the concepts of time warp from VR and reconstructing missing data from DLSS in order to interpolate smooth framerates from choppy gameplay. If DLSS frame gen fills in new frames from scratch with AI, then asynchronous reprojection makes new frames by re-using pixel data from old ones.

Procedural Texture Generation
Designed as a method for generating structured and parameter driven textures on the fly, this senior project makes use of techniques pioneered by the group Farbrausch.
This procedural texture generation project is a tech demo with the goal of showing how PCG tech could be used to spark novelty in game design, compress texture information and even allow for on the fly live service updates to online games.
