Tech art | Game Dev | Computer Graphics
• UI – Created my own header-only library that can handle dynamic layout.
• Shader Editor – Created my own node-based shader editor similar to shader graph.
• Component-Based Architecture – GameObject system with a hierarchical scene graph.
• Lua Scripting – Integrated as components for runtime behavior modification.
• Serialization – Custom save/load system for game states and assets.
• GUI Editor – Built an in-engine tool for scene and asset editing.
• Rendering – PBR, Image Based Lighting (IBL) and custom material format.
• Animation – GPU skinning and playback system.Designed and implemented core game engine systems, blending graphics, physics, scripting, and tooling into a cohesive framework. Developed entirely as a solo project.
Created a Unity package that enables game developers to easily design stunning and fully customizable animation effects for TextMesh Pro texts.The package is open-source and actively maintained.I manage the repository, fostering community engagement and contributions, with the project earning over 700 stars on GitHub.
• Procedural animation: Inverse Kinematics, constraint-based physics, and Semi-Implicit Euler integration.
• Geometry: implicit surface functions (SDFs)
• Rendering: procedural textures, raymarching.
• Post-processing effects: underwater caustics, a Kuwahara filter for stylized rendering, and a Difference of Gaussians filter for edges.
Bachelor’s dissertation at University of Cambridge: Developed a raymarching renderer in GLSL and C++ for real-time procedural environments (terrain, water, atmosphere, volumetric clouds). Added procedural planets and JSON parameter storage. Awarded High Distinction.
Led team of 3, created AR track and racing game in Unity AR Foundation; features dense mesh driving, object scanning for cars, and realistic lighting.
Los Angeles, CA
Expected Graduation: Jun 2026
Cambridge, UK
Graduated: Jun 2024
Irvine, US
June 2025 - Present
Technical Artist Intern
Cambridge, UK
July 2024 - Sep 2024
Software Engineer InternImproved the databackup system’s binary file export feature, boosting user satisfaction by 25% with new capabilities like automatic detection and downloading of related binary files, using full-stack development in React, Redux, ASP.NET, and PostgreSQL.
Cambridge, UK
Jun 2023 - Sep 2023
Software Engineer InternCollaborated on the development of ReForm – a mesh quadrangulation library used in Maya.
Utilised C++, OpenGL, and ImGui to enhance ReViz, a visualization tool for ReForm, by adding numerous features, reinventing its camera system, and converting it into from a standalone app to a library.
London, UK
Jun 2022 - Sep 2022
Software Engineer InternConducted two critical experiments, driving accuracy improvements using distinct text, code tokenizers, and weight freezing. Preprocessed data, and modified fine-tuned GPT-2 models for the text-to-code task utilising Pytorch and HuggingFace.