Projects
Games, tools, and other technically demanding software.
Waves @ Kelson Marine Co.

Improved Kelson’s VR visualization for ocean waves in Unity. Previously they used sum-of-wave-components for the water surface which was resource demanding and unconvincing. Required an offline wave simulation model and a real-time wave renderer to agree on ocean surface at every point and time. Reverse-engineered a Unity high-performance real-time water rendering package built on FFTs. Applied ocean-engineer-advised modifications. Implemented it as an alternative simulation mode inside Kelson’s C++ framework. Created novel solution for computing below surface velocities and accelerations. Resulted in Kelson getting a new gerstner wave simulation model and better looking waves in Unity with stronger performance.
ZeRayTracer

CPU ray tracer programmed in C++ with CMake. Contains different material types, camera effects, and multithreading.
Zetris


Retro game clone written in C. The playfield is encoded into 32 bit integers and the pieces are encoded in 16 bit integers. Bitwise operators rotate the pieces, detect collision, and lock the cells. Unique project structure. It offers a default renderer with Raylib, and I hope to add others in the future.
UEFN Class Generator

GUI that generates Verse code and UEFN devices (UE actor properties) from a set of configurations. The tool combines the configurations with a cartesian product. Was a quick project that didn’t need to look pretty. I created this tool for contract work and I used it there. The source is available, so I do not go into more detail here.
Storm Box

![]()
Full game that I made and published myself in the Fortnite UGC ecosystem.
- Procedural and randomized storm
-
Procedural and randomized environment generation system, which uses VerseNoise

- UE materials (storm, UI, landscape)
- Substance 3D materials (lobby walls, floor, and ceiling, cardboard box, platform)
- Blender models and rigs (cardboard box, platform, terrain prefabs, lobby)
- Logo design
- Blender key art and renders (logo, animation, and thumbnail)
VerseNoise

![]()
Custom noise program in UE/UEFN Verse. Perlin noise inspired it, and it uses Fractal
Brownian Motion (FBM). Verse has no native noise method and no bitwise operators, so the
program depends completely on mod. This made performance a challenge.
HP Customizer
![]()
Mechanic made in Verse and the UE material graph. The visual component lets players modify their own health. This was a commissioned piece for Raider464’s most popular game, which hits a peak CCU of around ~8k daily.
VerseVolumes: OOP Trigger Volume Tool

![]()
Commission for another UEFN creator. OOP is not my favorite, and as I learn more I prefer ECS. For this project I wanted to push OOP to the limits. The tool abstracts trigger volumes and lets the user select positions or source the transforms of entities and actors.
“Dead by Daylight” Inspired QTE/Skill Check
![]()
Hand drawn assets in Procreate. I then scripted the UI in Verse. The logic is simple. The track is a normalized 0 to 1 range. When the player presses the button, the system evaluates the position and compares it to the “critical” point at a very low float tolerance. On a miss, the system compares the position at the “safe zone” tolerance, the red box. A critical and a hit can each give a different amount of progress, the total necessary progress is customizable, and the system makes progress universal to a lobby or individual.
BugByte


BugByte is a work-in-progress narrative game created in Godot. The current elements feature a terminal emulator I created in engine which the player uses to progress through the story.
