ZeroYaHero

Software, tech art, and design portfolio.

Software

Games, tools, and other technically demanding software.


Waves @ Kelson Marine Co.

kelsonwavesgif

cpp

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. The system requires an offline wave simulation model and a real-time wave renderer to agree on ocean surface at every point and time. I reverse-engineered a Unity high-performance real-time water rendering package built on FFTs. I applied ocean-engineer-advised modifications, came up with novel solutions for computing below surface velocities and accelerations, and finally implemented it as an alternative simulation mode inside Kelson’s C++ framework.

This resulted in Kelson having a visualization-optimized gerstner wave simulation model and better looking waves with stronger performance in Unity.


ZeRayTracer

ZeRayTracer render

cpp

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

GitHub


Zetris

Zetris logo

Zetris gameplay

c

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 intend to add others in the future.

GitHub


UEFN Class Generator

demo

UnrealGodot Verse

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.

GitHub


Storm Box

Storm Box render

Tools Used Verse Substance 3D

Full game published myself in Fortnite UGC ecosystem.

GitHub


VerseNoise

noise

Unreal Verse

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.

GitHub · Video


Wordhole

BugByte logo

BugByte screenshot

tools

Team project for Game Design course. I pitched the idea as “scrabble meets tetris,” taking advantage of them both being played on a grid. I did most of the logic programming (though it is a vertical slice), and worked on the innovative scoring mechanic. I also did all of the shader work.


HP Customizer

HP Customizer

Unreal Verse

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.

Video


VerseVolumes: OOP Trigger Volume Tool

VerseVolumes

Verse

Commission for another UEFN creator. OOP is not my favorite, and as I do more the more I prefer ECS (or just simple composition over inheritance trees). For this project I wanted to experiment with it in an extreme way. The tool abstracts trigger volumes and lets the user select positions or source the transforms of entities and actors.

GitHub


“Dead by Daylight” Inspired QTE/Skill Check

qte

Verse

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). Critical and safe hit can each give a different amount of progress, the total necessary progress is customizable, and the progress can be configured to be universal to a lobby or individual.

Gist · Video


BugByte

BugByte logo

BugByte screenshot

GodotBlender

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.