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Hi there! I'm a game programmer specializing in gameplay. Coder, designer, wearer of metaphorical hats.

Games are my passion and primary focus, but at the core of this passion is a love of problem solving and a drive to create. I'm happy as long as I get to make things or help other people make things, and collaborating with creative people is a major source of what motivates and inspires me.

I'm also one half of The Notlanders, an indie studio I co-founded in 2024.

Featured

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Unity, C#, HLSL

99% Visible: GPU-based Visibility System in “A Search For a Shiny Thing”

Between 2024 and 2026, I worked on an unreleased photography adventure game titled “A Search For a Shiny Thing”. This article takes a look at the tech behind the photography system I developed for the game, focusing on a GPU-driven visibility system that gathers data about everything the camera sees and allows us to evaluate the quality of the shot.

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Talks and Lectures

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2025
50-70 Hours
1
Google Slides

Introduction to SIMD

Around the end of 2024 I really wanted to try my hand at teaching, so I decided to pick a difficult topic, research and teach it. This turned into "Intro to SIMD", a one-off lecture I first gave to my peers at Futuregames and next year again as part of Engine & Tools course at Futuregames.

I've immensely enjoyed the process of creating educational material and teaching, and I'm hoping I could do that again in the future.

Slides

Student Projects

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2025
10 Weeks
1
Vulkan, ImGui, C++

Ray Tracer (Vulkan)

Real-time ray tracer built with Vulkan ray tracing extensions that I wrote as a graduation project at Futuregames. The project started out as a general purpose game engine with a forward renderer.

Features include: free camera, mirror reflections, skyboxes, lighting, alpha cutouts, loading .obj models and .mtl materials.

Read More GitHub
2024
7 Weeks
12
Unreal Engine 5

Untitled Skeleton Game

Untitled Skeleton Game is a comedy game with light puzzles and combat. You play as a skeleton in hostpital, stealing organs, bonking doctors on the head, and looking for milk.

I developed about a third of the gameplay features, including the throwable brain, interactables and actuators, and made simple patrol-chase enemy AI.

Nominated for "Jury Choice" at FGA2024

itch.io
2022
10 Weeks
8
Unity, C#

Indomitable

Indomitable is a boss-rush game where you play as a skilled fighter captured and forced into gladiatorial combat.

I primarily worked on the boss enemy AI, using context-based steering for navigation and behavior trees for decision-making. I also did other bits and bobs: shield block mechanic, fireball-spewing furnaces, audio and VFX implemention, and more.

Nominated for "Public Choice" at GGC2022

itch.io
2021
10 Weeks
7
Unity, C#

Daidala

Daidala is a tower defense game in which you are tasked with protecting the Minotaur at the center of the labyrinth.

I was the primary programmer on this project, so rather than attempting to catalogue every system and feature I worked on, I'd like to highlight the excellent work of Mario Palleschi, who was responsible for the enemy programming.

Nominated for "Best in Show" at GGC2021

itch.io