A modular terrain generation pipeline combining rule-based biome evaluation, domain-warped noise, and infinite chunk streaming to generate large-scale landscapes at runtime.
A custom DirectX 11 rendering pipeline implementing real-time lighting, shader-based effects, and a structured graphics pipeline built from scratch in C++ and HLSL.
A multiplayer FPS prototype using a semi-authoritative client-server architecture, balancing responsive client-side movement with server-side validation for consistency.
A physics-driven snowboarding prototype developed in Unreal Engine, focusing on movement feel, terrain interaction, and progression from Blueprint systems to C++.
A 2D roguelike developed in Unity, featuring ranged combat, enemy encounters, power-ups, and a companion progression system connected to a separate mobile app.
A 2D single-player game developed in Love2D, built around two playable characters with distinct movement and combat abilities used to progress through linear level challenges.
An Unreal Engine prototype developed as part of a team project, exploring real-time gameplay systems, level flow, and interactive mechanics within a 3D environment.