Avant Guard: Online Multiplayer Fighting Game
2026 · Senior Capstone, 4-person team
Built deterministic rollback netcode from scratch using Photon Quantum 3. Solved hitbox synchronization across clients by decoupling simulation from rendering. Playable online cross-continent. Actively shipping to Steam. Unity, Photon Quantum, C#, HLSL.
Full project detail →Heart Rate Horror: Biometric Horror Experience
2024 · Solo Project
Custom HLSL compute shaders driven by live heart rate data via Pulsoid webhook. Solved GPU-to-CPU readback bottleneck using InterlockedMax encoding. 90-110fps with 50 boids. Unity, C#, HLSL.
Full project detail →Bad Apple x GPU Instancing
2024 · Independent Study
Recreated the Bad Apple music video using 1,000 GPU-instanced paper airplanes. Solved natural crowd distribution with a two-pass compute shader that builds a population density map instead of comparing every airplane to every other. Runs at 500fps. Unity, HLSL, Compute Shaders.
Full project detail →Crescendo: VR Musical Constellations
2024 · 4-person team
VR music experience where shooting constellations unlocks layered tracks in a space environment. Solved audio-visual sync by sampling track amplitude ahead of playback to drive constellation glow without lag on Meta Quest hardware. Unity, C#, Meta Quest SDK.
Full project detail →Dungeons and Danger
2024 · 4-person team
Infinite procedural dungeon crawler built for a game programming class. Solved non-grid room generation with a graph-based layout and used Dijkstra's algorithm over the room graph for enemy pathfinding. Unity, C#, Procedural Generation.
Full project detail →PSX Post Process Shader
2024 · Solo Project
Custom post-process shader replicating PS1-era visuals, built to drop into any Unity scene. Solved color banding from channel quantization using Bayer matrix dithering. Includes pixelation, color quantization, and fog controls. Unity, ShaderLab, HLSL.
Full project detail →Stream Quest: BSP Dungeon Generator
2026 · Contract Deliverable, Solo
Standalone dungeon generator built with binary space partitioning for another developer's game. Solved lock-and-key solvability with a reachability-expansion algorithm, guaranteed connectivity with a minimum spanning tree, and wrapped it all in a self-healing retry loop. Unity, C#, Procedural Generation.
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