Skills
Strong knowledge of C/C++, C#
Familiar with DirectX and HLSL
Familiar with Object-Component Systems
Extensive use of the Visual Studio IDE
Extensive use of the Unity 3D engine
Experiences
Hydraulic Erosion Simulator, Klink Engine/C++
A project that I started because I love procedural generation. This program modifies raw heightmaps using a hydraulic erosion technique to achieve organic-looking terrain.
- Entirely implemented using my own custom C++/DirectX 11 engine, Klink
- Added procedural mesh tools including mesh normal recalculation functions for accurate lighting
- Designed a full UI for modifying exposed algorithm variables, including time of day visualization
- Utilized HLSL to write a terrain shader that uses height layers, blending, and multiple textures
Klink Engine - C++/DirectX custom 3D/2D engine.
- DirectX 11 based graphics system supporting custom shaders, procedural geometry, and post-processing.
- Artificial Intelligence framework including pathfinding, priority-based steering behaviours, and flocking.
- Machine learning algorithms using linear regression, logistic regression, and genetic algorithms.
- Math library for linear algebra, splines, geometry, and random functions.
GunBuilder project - Unity/C# first-person module-based weapon building feature (proof of concept).
- Four swappable modules and three element infusion types
- Heavy use of generic templates and polymorphism for module and projectile types
- Weapon design focused on interesting and unique mechanics
Nest Adventures - Unity/C# third-person adventure game.
- Unity event-driven systems to enhance modularity and bug fixing.
- Implemented designer-focused custom editor scripts to promote faster development time.
- Utilized coroutines and animation events to drive seamless character swapping mid-roll.
Education
Bachelor of Science in Game Programming