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Check out my portfolio...
> 2024 / 2025 / 2026
> 2023
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Generating Signed Distance Fields from Triangle Meshes using Vulkan Compute
University dissertation project which explores different techniques to represent triangle meshes as Signed Distance Fields (SDF) using a C++ engine and Vulkan compute.
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Old-School FPS
Recreating an old-school DOOM level in a custom C++ game engine. With a focus on graphics (Vulkan), physics, collision detection and Entity Component Systems (ECS).
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Physically Based Rendering using DirectX11
Delving into the world of Physically Based Rendering (PBR) to simulate clay materials in real-time. Exploring various BDRF and microfacet reflectance models and implementing them in HLSL shaders.
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Procedural City Generation
Exploring techniques and algorithms to procedurally generate a city in the Unity game engine! Focusing on the 3D Model Synthesis and Wave Function Collapse algorithms.
> 2022
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Cyberus: Neon Rhythm
A three player beat matching game using Elgato Stream Decks XLs as input devices. Created in the Unity game engine using C#.
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Infiltrators: Arcade
Contracted by The Foundry to re-imagine the single player experience of the original Infiltrators as a four player multiplayer arcade game!