Indie Game Development
My first game is already live on Steam, with a playable demo available. I was responsible for all technical aspects of this project, including technical design, programming, shaders, 3Cs and much more.
Open-Source Tool Development
The Build Automation and Publish Tool is a Unity Editor extension that streamlines the process of building and uploading your Unity game to itch.io. This tool provides an easy-to-use interface to manage versioning, build for multiple platforms, and upload your game builds seamlessly.
Rigging, Tools, and Technical Animation for Judas
I assumed responsibility for managing an extensive legacy codebase and covering a range of tasks including rigging, developing tools, technical animations and crafting blueprints.
One of my key initiatives was integrating new technologies into our art pipeline. I introduced the use of real-time wrinkle maps and hair and cloth simulations directly within the engine. My most impactful contributions to the team game in the form of productivity-boosting animation tools, boosting end-quality and streamlining the creative process, helping to deliver the beautiful game you see today.
Rigging for Project Ember - Descending
I was incredibly fortunate to have the opportunity to contribute as a member of the rigging team for the short film by legendary creator Han Yang. It was a privilege helping to bring his vision to life as a Rigging TD for Shapeshifters Creative, and later as a Realtime Generalist TD.