The intersection of art and engineering. I build shaders, real-time VFX, and tools that give a game its feel, and the project tooling and standards that let a team ship them without friction.
/ Deep Dives
Two problems documented end to end. The constraint, the architecture, the implementation, and the end result.
Scanner Overlay VFX
A multi-layered screen effect — scan line, CRT grid, edge glow, interference, static — driven by a decoupled C# state machine through MaterialPropertyBlock, so designers tune it in the Inspector with zero code.
PSX Pixelation RenderTexture
A non-destructive PSX-era pixelation pass built on Unity's RenderTexture system — configurable from 320×180 to 960×540, point-filtered upscale, plus a raycast fix so UI stays interactive under the modified viewport.
/ Catalog
Self-contained effects delivered as a prefab or system a designer drags into a scene and tunes to their needs.
Particle-based fog with interior and exterior variants, built by combining three custom cloud-puff textures.
A slow drifting particle system with a swirling gust. Used for set-dressing the exterior scenes.
Main-menu image fader with an ink-bleed reveal shader, shimmer, and rotating snowflake accents — driven by a small C# controller.
/ Stack
/ Explore