online
game dev /
shader stuff

hookui (steamVR overlay)
HookUI is a VR utility overlay application that runs on top of SteamVR. Its target audience is users of social VR applications with functionality geared towards giving users easy access to core system functions and useful tools to make socializing in VR more accessible.

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Refined and reinforced the learning I've done with UI/UX design for VR applications.
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Independently learned and implemented industry frameworks like OpenVR, OpenXR and Microsoft .NETlibraries.
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Creating a shippable piece of software and managing the entire project from start to finish.

canary(vr indie horror project)
This is my latest game project, it was initially just a project to challenge and test the learning that I've done with the XR toolkit unity released, but has since sent me down a rabbit hole figuring out ideal methods for procedural terrain generation. I'm really happy with the terrain generation and I've now started work on the AI / Pathfinding.
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After iterating through a range of different algorithms and implementations, I settled on writing my own generation system similar to the one outlined in this awesome blog post.
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Wrote my own implementation of the wave function collapse algorithm for placing cave tiles.
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Found novel solutions for optimizing the mesh, adding additional noise passes and recalculating the normals to allow the use of displacement shaders.




Replayability is a core consideration in all of the design principals I'm utilizing. I don't want to spoil too much but I'm trying to channel the energy of the original Slender game while making a completely different and novel story-driven experience that uses the interaction provided by VR platforms to send even experienced VR users into a state of panic.
procedural PBR PIXEL
ART MATERIALS
While doing work themed around retro games for a client (which you can find here), I developed systems for procedurally generating seamless PBR pixel art materials in blender that are scaleable and extremely versatile, almost any shader node set-up in blender can be easily converted to export textures for use in an engine.
AUDIO reactive shaders
I'm always looking for innovative ways to bring my projects to life and make them more engaging, which is why I’ve recently been finding ways to implement the audio link HLSL shader library.
I've used it to create a variety of audio-reactive shaders that add a unique and exciting element to my projects. Here are a couple of the shaders I've worked on!