
Apple Vision Pro & Future Products
Experience incubation and spatial UX prototyping spanning AI embodiment, Persona/co-presence, custom shaders, generative UI, and next-generation hardware exploration.
Building real-time visual systems, creative tools, and emerging interactive experiences across spatial computing, games, and production R&D.
01
Spatial computing, rapid prototyping, applications, and emerging interaction.

Experience incubation and spatial UX prototyping spanning AI embodiment, Persona/co-presence, custom shaders, generative UI, and next-generation hardware exploration.
Designed and engineered a spatial hull-drawing tool using runtime geometry generation and linear algebra for intuitive VR shape creation.
Developed a procedural tube-drawing system for spatial sketching, spanning interaction design, geometry algorithms, shaders, and real-time optimization.
Created parameter-driven procedural modeling tools for rapid spatial prototyping; later heavily used in Apple Vision Pro experience incubation, especially for rounded-form generation.
Technical art, shaders, UX prototyping, and real-time optimization for HoloLens launch experiences, event demos, and early partner projects.
Rendering and UX development for HoloLens 2; produced a shader-based fix for a critical display-quality issue.
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
Rendering systems, materials, procedural graphics, and visual effects.
Physically inspired glass, gemstone, and metal shaders engineered for convincing material response within HoloLens real-time performance constraints.
Performance-optimized gemstone and anisotropic brushed-metal shaders for intricate watch mechanisms on HoloLens.
Versatile glass shader demonstrating multiple surface treatments, including frosting, iridescence, and strong edge reflections, optimized for real-time use.
Mobile-friendly subsurface scattering shader using perceptual techniques to suggest inner depth and soft light transport at low runtime cost.
Distance-based glow interacting dynamically with a procedural floor grid, designed for clear and appealing spatial feedback.
Object silhouette rendering via compute shader, avoiding expensive post-processing.
Stylized pen-stroke rendering via compute shader, achieving the effect without a post-processing pass.
Shader-driven interaction feedback for virtual objects, including dynamic floor effects and visualization of virtual–real world collisions.
Single-pass shader on a camera-facing quad, creating a convincing volumetric fireball effect.
Single-pass smoke shader on a camera-facing quad, creating convincing volumetric motion at low rendering cost.
Shader-based conversion of spherical textures into planar imagery for dynamically populated user-interface menu items.
Vertex shader solution maintaining consistent line weight for bounding-box visuals, independent of object scale.
03
Artist-facing tools, workflows, pipelines, procedural generation, and production automation.
Designer-facing procedural tool for automatically placing enemies and obstacles based on gameplay patterns and difficulty settings, dramatically reducing manual level setup.
Automated asset auditing tool that extracts geometry, material, and related production metadata into spreadsheets for easier tracking and review.
Converts simulated cloth vertex animation into bone-driven deformation, preserving dynamic motion in a real-time-friendly format.
Designer- and artist-facing Unity tools engineered to streamline repetitive tasks, accelerate iteration, and improve day-to-day production workflows.
MaxScripts for procedural generation, workflow automation, pipeline safeguards, and improved production quality and efficiency.
MEL, JavaScript, and C# tools for procedural asset generation, task automation, and workflow efficiency, supported by clear production documentation.
04
Shipped game work, real-time assets, and multidisciplinary production execution.
Published games spanning technical art and 3D production, with contributions across assets, rendering, pipelines, and real-time content.
Game environment design, modeling, texturing, asset optimization, and shader support across game art production.
Ocean creation, boat and dolphin modeling, rigging, animation, and lighting for a shipped surfing title.
Technical art: procedural level generation, pipeline and tools engineering, shaders. Art: modeling, texturing, rigging, animation, and VFX.
Scene design and modeling created with custom Hull Brush, Tube Brush, and procedural tools engineered for Microsoft Maquette.
Personal CG project spanning scene design, modeling, texturing, rigging, animation, and lighting.
05
Painting, observation, composition, and authored visual work.
Studies in color, light, composition, and atmosphere.
Pencil, ink, and measured architectural drawing exploring form, structure, proportion, and observation.
Urban design concept for a floating city near Amsterdam, the Netherlands.