Senior Unity Developer
& Render Engineer

Unity Developer focused on graphics, tooling, system and render engineering. Shipping titles across PC, console, mobile, and web.

Unity  ·  URP, HDRP  ·  C#  ·  C++  ·  WebGPU  ·  OpenGL  · 
HLSL  ·  Compute Shaders  ·  RenderDoc, PIX  ·  Meta Quest 3
10+ Years in
Game Production
6 years Unity 3 years graphics focus
PC · PS5 · Xbox Android · iOS · Web

Works & Demos

My Neighbor Alice (2026)
Open World, blockchain based simulation game; I pioneered Unity + WebGPU rendering so that project was able to run in browser and reach broader audience and demonstrate new tech. This included voxel terrain, indirect instancing with lods backed up with compute shaders, all in browser platform.
WebGPU MRI Scan Viewer
Browser-native volumetric renderer built on raw WebGPU and pure js. Uses brick texture for surface approximation, has Xray view. supports png and dicom formats.
Blockbusters - Game Systems and VFX
Shader and VFX work from a live multiplayer mobile FPS "BlockBusters". Authored character shaders, resolved shading issues in lightmapped environments, and built screen transition animation systems — all within Unity's render pipeline and UGUI.
Build Engine 2 — C++ Port
Personal port of the Build Engine 2 renderer in C++. Low-level rendering pipeline work: render-pass architecture, resource management from scratch. Preserved original boolean geometry cutting engine upgrade done by Ken Silverman, and ported it all to opengl, allowing lights and portals to coexist in one world.
Repaint - Shader Based Painting
Originally made with QT 5 and C++ in 2012, and ported to Raylib in 2026, now with use of shaders, Gamma corrected color blending, and everything is GPU accelerated,- no more slow smudging! Open Source, auto deployed to all platforms: Win/Mac/Linux, no proprietary dependencies. Tablet support!
QBix - Experimental 3d Tetris
My take on what 3d tetris could be in VR, along with some post processing experiments like sharpen filter that work in mobile mode.
SDF parallax shader
Signed Distance Field pipeline for implicit surface rendering — smooth blending, experiment that allows for texture displacement that is more complex than simple heightmap
N-Body Gravity — 8K Particle Compute
GPU-accelerated N-body gravitational simulation: 8,000 particles, all integration in compute shaders, bruteforce Nsquared interactions. Particles are rendered as texture points. Done as experiment to push gpu to its limit and see how it can be done, when compute shaders have just appeared in unity.
Raymarched Volumetrics
Fully raymarched volumetric scene — clouds, fog, and participating media with no geometry. Single full-screen pass, adaptive step sizing. My first experiments with volumetric rendering programming.
Analytic Sky Shader — Mobile-Viable
Physically-based atmospheric scattering using single-step analytic integration — Rayleigh and Mie terms, full time-of-day sun arc. Faster than raymarching, mobile-viable, no LUT precompute required.