Portfolio
Everything here is work I programmed — my own game first, then contract projects. The client's site for the contract work is no longer online, so this page is the public record of it.
Ukungu
My action RPG — sole engineer from prototype to public demo, 2017 to present. Five playable characters with real-time party combat and mid-combat character switching. Enemy and companion AI built from scratch (hierarchical state machines + behavior trees on NavMesh). Production URP shaders authored in Amplify with custom ShaderGUI inspectors and batch material-migration tooling. A 7-stage asynchronous scene-load pipeline, FMOD layered and positional audio, and an internal editor-tooling framework used across all custom inspectors.
Screenshots & Concept Art
Tools & Editor Scripting
Custom editor tooling built to speed up iteration — part of a documented internal framework used across all my custom inspectors.
eVTOL Concept & Marketing Renders
Contract work: high-fidelity concept and marketing videos for an eVTOL aircraft pitch — scene construction, lighting, and cinematic camera work in Unity HDRP, delivered to a client brief.
Footage being prepped for upload — check back soon.
Preppers — Survival Game AI
Contract work on a survival game (since canceled): a modular AI architecture with layered detection, combat, and hitbox systems — each layer designed to be iterated and debugged independently.
RC-E HyperSport — Steamworks Integration
Contract work on a racing title: Steamworks integration including global online leaderboards, plus gameplay systems work.
Experiments & Works in Progress
One-off tests and looks at things I'm currently working on.