I build the rendering, shaders, and tooling that get a graphics idea from a whiteboard into a shipped game. My day-to-day spans HLSL/GLSL shader work, custom render passes, Unity URP/SRP pipeline extension, and the production tooling that lets art teams iterate on a real budget.
Recent writing covers volumetric fog with froxel grids, GPU fog of war, windshield rain shaders, and the engine-side plumbing that makes those effects possible. Project case studies in /work document the constraints and trade-offs behind each piece.
Specialties: shader development, real-time rendering, Unity URP, game graphics, technical art, production pipelines.
Find the long-form notes in /writing, the credentials in /resume, and contact details in the footer.