My approach to game development is rooted in system thinking — from engineering custom ECS architectures and low-level graphics pipelines to building data-driven tools. Whether it's developing a rendering backend in Vulkan or optimizing 10,000 units in motion, I love solving complex problems through smart, high-performance code.
In this portfolio, I first highlight my ongoing foundational work in C++ game engine development. I then showcase professionally published games and applications I contributed to, followed by focused prototypes that demonstrate my technical explorations and system design skills.
Primordial Engine
Personal Project | 2025 (Active Development)
A high-performance, data-oriented game engine built with modern C++20, focusing on architectural scalability and low-level graphics programming.
- Engineered a custom Entity-Component-System (ECS) architecture to maximize data locality and CPU cache efficiency.
- Implemented a Vulkan rendering backend (with experimental DirectX 11 support) featuring dynamic lighting, shadow mapping, and normal mapping.
- Developed a GPU-instanced particle system capable of simulating fire, smoke, and weather effects with high performance.
- Built an integrated ImGui Editor featuring a scene graph, component inspector, and asset browser for real-time debugging.
- Implemented cross-platform support (Windows & Linux) using CMake Presets and Ninja for rapid build times.
Stack
-
C++20
-
Vulkan
-
DirectX 11
-
CMake
-
ImGui
My Journey to Become a C/C++ Game/Engine Developer
Personal Project | 2025
This is a GitHub repository where I document my personal journey of mastering C/C++ for game and engine development. It serves as a transparent diary of my progress, learning resources, and hands-on projects - showing why I chose to build foundational knowledge (both high and low level), share code samples, and collaborate with anyone else following a similar path.
- Solved exercises and projects from Introduction to Computing Systems: From Bits & Gates to C/C++ & Beyond to build a solid low-level foundation ( Solutions Repo).
- Completed C Programming: A Modern Approach to strengthen my C fundamentals ( Solutions Repo).
- Completed C++ Primer, 5th Edition chapter exercises to master modern C++ features and idioms ( Solutions Repo).
- Currently applying these foundations to develop Primordial Engine, a high-performance C++ engine utilizing custom ECS and low-level graphics APIs.
- Currently reading Introduction to 3D Game Programming with DirectX 11 by Frank Luna to implement a DirectX 11 backend for Primordial Engine, aiming for full feature parity with the existing Vulkan renderer.
Children of Abyss
Freelance Contract | 2025
A 3D Sandbox Game Inspired by Tiny Glade, Focused on World Sculpting
- Built a unified camera system supporting pan, rotation, and zoom with both touchscreen and keyboard/mouse inputs.
- Touch gestures and mouse/keyboard controls feed into a shared smoothing system for consistent camera behavior.
- Implemented a hill creation system that generates separate hill meshes from terrain's heightmap, avoiding direct terrain modification.
- Meshes are sampled from terrain heightmap and optimized for reuse, enabling efficient creation of many independent hills.
- Enabled real-time hill modification, allowing height and slope to be adjusted independently post-creation.
- Height and slope changes are applied per vertex with recalculated normals for smooth visuals.
- Authored a custom
HLSL shader for hills using unlit triplanar projection with slope-based blending and optional overlay.
- Supports sand/rock textures, seamless blending, and runtime overlay effects with tunable shader parameters.
Stack
Rapid Render
SugAR Technology | 2024
Cross-Platform 3D Interior Design Software
- Analyzed existing Unity project structure and authored a detailed improvement report.
- Recreated the render settings UI, improving user control and interaction with pop-ups, sliders, and dynamic features based on new design.
- Developed UI integration with procedural window generation system and detailed object metadata view.
- Created an interactive screensaver that pulled render history and used a custom
HLSL blur shader for a polished presentation.
Stack
Metahorse Unity
Hungri Games | 2023–2024
Horse-Racing RPG for Mobile Platforms
- Developed core gameplay systems including in-game events, quests, and achievements with a data-driven architecture using the
Type design pattern.
- Created a Google Sheets-based design workflow integrated into Unity for real-time balancing and fast iteration.
- Designed class progression, stats, and skill interactions entirely in spreadsheets and automated the import pipeline via custom tools.
Stack
-
Unity
-
C#
-
Google Workspace
Stutengarden
Hungri Games | 2023–2024
Open-World Action-Adventure Game for Browser Platforms
-
Directed a 4-member team through full development of a 3D browser game.
- Built scalable gameplay architecture using design patterns like
Type, State, and Observer.
- Delivered polished movement through a custom 3D character controller and implemented systems like horse catching and quest progression.
- Applied various optimization techniques (e.g. texture compression, batching, material instancing) to significantly reduce load times and runtime overhead.
Stack
-
Unity
-
C#
-
Google Workspace
Hypercasual Mobile Game Prototypes
Fauderfield | 2022–2023
- Developed multiple hyper-casual titles in Unity, contributing to both programming and gameplay design.
- Designed and balanced levels with a focus on mobile gameplay pacing and user engagement.
- Received internal training on algorithms and software design patterns; participated in ideation sessions for new game concepts.
Stack
Real-Time Pathfinding with Local Avoidance
Personal Project | 2025
- Simulated 10,000+ units navigating dynamically using a custom vector-field pathfinding system.
- Implemented local avoidance via physics-informed steering to prevent congestion.
- Optimized data structures for performance using a custom ECS solution and Unity's Native Collections.
Stack
GPU-Instanced Flipbook Shader
Personal Project | 2024
- Designed a custom unlit flipbook shader using
Texture2DArray for GPU-instanced sprite animations.
- Each instance selects its own frame count and texture index, enabling diverse animated visuals in a single draw call.
- Calculated UVs dynamically per frame and instance, supporting row-based flipbooks with adjustable column limits.
- Used alpha testing for rendering semi-transparent effects like particles or foliage efficiently.
Stack
Procedural 2D Tile Generation
Personal Project | 2023
- Implemented grid-based tile generation logic with modular control over biome and terrain types.
- Enabled instant runtime generation and visual feedback using Unity's Tilemap package and custom solutions.
- Focused on clean code architecture for scalability in larger procedural world systems.
Stack
Turn-Based Grid A* Pathfinding
Personal Project | 2023
- Developed
A* pathfinding on a hexagonal grid with movement restrictions and turn-based logic.
- Implemented unit actions including movement, attack, and wait states.
- Designed a flexible grid system supporting various tile types and obstacles.
Stack