Portfolio

Building real-time visual systems, creative tools, and emerging interactive experiences across spatial computing, games, and production R&D.

01

Spatial & Interactive Experiences

Spatial computing, rapid prototyping, applications, and emerging interaction.

Microsoft Maquette: Hull Brush

Designed and engineered a spatial hull-drawing tool using runtime geometry generation and linear algebra for intuitive VR shape creation.

Microsoft Maquette: Tube Brush

Developed a procedural tube-drawing system for spatial sketching, spanning interaction design, geometry algorithms, shaders, and real-time optimization.

Microsoft Maquette: Procedural Tools

Created parameter-driven procedural modeling tools for rapid spatial prototyping; later heavily used in Apple Vision Pro experience incubation, especially for rounded-form generation.

HoloLens: HoloTour, Event Demos & EAP

Technical art, shaders, UX prototyping, and real-time optimization for HoloLens launch experiences, event demos, and early partner projects.

HoloLens 2: Dynamics 365 Layout & Display R&D

Rendering and UX development for HoloLens 2; produced a shader-based fix for a critical display-quality issue.

Live Jellyfish: Android App

End-to-end app design, programming, shaders, and original art for a real-time interactive jellyfish experience; commercially released as a paid app with a 4.7 Google Play rating.

02

Real-Time Graphics & Shaders

Rendering systems, materials, procedural graphics, and visual effects.

Watch Materials: Glass, Gemstone & Metal

Physically inspired glass, gemstone, and metal shaders engineered for convincing material response within HoloLens real-time performance constraints.

Watch Gears: Anisotropic Metal & Gemstone

Performance-optimized gemstone and anisotropic brushed-metal shaders for intricate watch mechanisms on HoloLens.

Iridescent Frosted Glass

Versatile glass shader demonstrating multiple surface treatments, including frosting, iridescence, and strong edge reflections, optimized for real-time use.

Subsurface Scattering

Mobile-friendly subsurface scattering shader using perceptual techniques to suggest inner depth and soft light transport at low runtime cost.

Spatial Gizmo: Procedural Glow & Grid

Distance-based glow interacting dynamically with a procedural floor grid, designed for clear and appealing spatial feedback.

Compute Shader Silhouette

Object silhouette rendering via compute shader, avoiding expensive post-processing.

Compute Shader Pen Stroke

Stylized pen-stroke rendering via compute shader, achieving the effect without a post-processing pass.

Spatial Interaction Feedback

Shader-driven interaction feedback for virtual objects, including dynamic floor effects and visualization of virtual–real world collisions.

Fireball: Volumetric Illusion

Single-pass shader on a camera-facing quad, creating a convincing volumetric fireball effect.

Smoke: Volumetric Illusion

Single-pass smoke shader on a camera-facing quad, creating convincing volumetric motion at low rendering cost.

Spherical-to-Planar Texture Projection

Shader-based conversion of spherical textures into planar imagery for dynamically populated user-interface menu items.

Constant-Weight Bounding Box

Vertex shader solution maintaining consistent line weight for bounding-box visuals, independent of object scale.

03

Tools & Production Systems

Artist-facing tools, workflows, pipelines, procedural generation, and production automation.

Monster Populating Tool

Designer-facing procedural tool for automatically placing enemies and obstacles based on gameplay patterns and difficulty settings, dramatically reducing manual level setup.

Game Asset Tracking Tool

Automated asset auditing tool that extracts geometry, material, and related production metadata into spreadsheets for easier tracking and review.

Cloth Simulation Transfer Tool

Converts simulated cloth vertex animation into bone-driven deformation, preserving dynamic motion in a real-time-friendly format.

Unity Production Utilities

Designer- and artist-facing Unity tools engineered to streamline repetitive tasks, accelerate iteration, and improve day-to-day production workflows.

MaxScript Production Tools

MaxScripts for procedural generation, workflow automation, pipeline safeguards, and improved production quality and efficiency.

Pipeline & Automation Tools

MEL, JavaScript, and C# tools for procedural asset generation, task automation, and workflow efficiency, supported by clear production documentation.

04

Game Production

Shipped game work, real-time assets, and multidisciplinary production execution.

Spider-Man Franchise

Published games spanning technical art and 3D production, with contributions across assets, rendering, pipelines, and real-time content.

Transformers: Revenge of the Fallen

Game environment design, modeling, texturing, asset optimization, and shader support across game art production.

Kelly Slater’s Pro Surfer: Boat & Ocean

Ocean creation, boat and dolphin modeling, rigging, animation, and lighting for a shipped surfing title.

Additional Selected Titles

Technical art: procedural level generation, pipeline and tools engineering, shaders. Art: modeling, texturing, rigging, animation, and VFX.

Tiny Cabin

Tiny Cabin

Scene design and modeling created with custom Hull Brush, Tube Brush, and procedural tools engineered for Microsoft Maquette.

City in the Air

Personal CG project spanning scene design, modeling, texturing, rigging, animation, and lighting.

05

Visual Practice

Painting, observation, composition, and authored visual work.

Watercolor & Gouache

Studies in color, light, composition, and atmosphere.

Drawing

Pencil, ink, and measured architectural drawing exploring form, structure, proportion, and observation.

Concept Design

Urban design concept for a floating city near Amsterdam, the Netherlands.