My journey through video game development and graphics programming
Custom Game Engine Development
• 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 – Lighting, normal mapping, and custom material format.
• Animation – GPU skinning and playback system.
• Physics – Custom rigid-body system with collision detection.
• Shader Editor -- Node-based shader editor similar to shader graph.Designed and implemented core game engine systems, blending graphics, physics, scripting, and tooling into a cohesive framework. Developed entirely as a solo project.
Easy Text Effects for Unity
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 400 stars on GitHub.
Procedural Animation and Texturing of Implicit Creatures
Led a team of three to develop procedurally animated creatures in Unreal Engine 5, leveraging Inverse Kinematics, constraint-based physics, and Semi-Implicit Euler integration.Represented the creatures using implicit surface functions and implemented raymarching.Enhanced visuals with advanced post-processing effects, including underwater caustics, a Kuwahara filter for stylized rendering, and a Difference of Gaussians filter for edge enhancement.
Raymarch Procedural Complex Implicit Terrain
Bachelor’s dissertation: 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 87/100, High Distinction.
ARc Racer -- AR Racing Game
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.
University of Southern California
Los Angeles, CA
Expected Graduation: Jun 2026
University of Cambridge
Cambridge, UK
Graduated: Jun 2024
Gearset
Cambridge, UK
July 2024 - Sep 2024
Full-Stack Developer Intern, Databackup TeamImproved 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.
Autodesk
Cambridge, UK
Jun 2023 - Sep 2023
Software Engineer Intern, Modelling ComponentsCollaborated 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.
Noah’s Ark Lab
London, UK
Jun 2022 - Sep 2022
Research Intern, NLP TeamConducted 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.