Welcome

Hi! My degrees are in Computer Science, Game Technology, Product Design, and I work on engines and products. R&D, teamwork, concept, feeling.

Senior/lead programmer and design engineer on Gameplay, Engine, Graphics, Virtual Reality, PCG, Simulations, ECS, Data Oriented Design etc.

Musings also on game theory, storytelling, concept & world building, painless disruption, nature, D&D tebletop.

The right production meta, Dunny–Krugs, and Valve Handbook's devs with both deep skills and broad range flexibility (cross-spectrum interests), brings about fun tractable solutions, investedness, good team mojo and pace.

Allow space for the creative expression, mechanics and tech infrastructure to shape each other and cross-leverage the converging & emerging affordances.

Let's listen, fail, play, absorb, be clever, and be loved.

|Here's some game-y, gif-able, non-NDA things I've showcased:

C++ Vulkan OpenXR Engine. Open Source cutting edge poor man's game framework, renderer, artifact-free tube lights, chaperone, ECS etc. C++, Spir-V, ECS, Vulkan, OpenXR
Fully Threaded Burst ECS. Knowledge sharing demo, unmanaged multithreaded Burst-compiled ECS DOTS 1.0, ECS physics, ECS graphics. C, Threads, ECS, Burst, DOD, DOTS
Early Access: Graffiti Bombing. SteamVR high fidelity volumetric Graffiti Simulator with a campaign and many upcoming features. V1 out. C#, CG, Custom SDF Renderers, Multiplayer
N-Body Particle Physics App. Compute Shaders and particle flows, a VR fluid simulation sculpting app experiment. C#, HLSL, Particles, Compute, Unity 5+
GPGPU Underground Canyons. MSc. Thesis on real-time Procedural Modelling of Cave Systems on the GPU. PCG, Voxels, DX11 Compute, C#, HLSL, Unity
GPU & Dev Reel. Raytracing, Sculpting, SDF, VR, custom lighting system, PBR, painting, mesh processing, decals etc. C#, C++, CG, Command Buffer, Unity 5+, UE4
AAA PID Camera controller. Built a Proportional Integral Derivative controller and applied it to my 3rd person action camera. Mechanics, PID
Action Adv.: 'Broken Shadows'. Unreal, grappling hooks, climbing and shadowmonsters. 3 month "AAA" Game Dev team project. Physics, Gameplay, Concept & Level Design
Short Prototype: 'Pendulum'. My 10 day DADIU warmup project. Gameplay mechanics, game design, procedural assets, shaders. Mechanics, Design, CG, PCG, Unity, DADIU
Academic tools. Small teaching assistance tools implementing from scratch physics, rendering, pathfinding. Physics, Rasterization, Pathfinding
Concept Design: 'Holosuit'. 2.5D beat-em-up platformer. Concept design, game design, and art direction project. Concept Art, Game Design Course
Whitebox Platformer: 'Leap'. Unity. Teleportation and plane shifting physics. 3 month Game Dev team project. Gameplay, Physics, Game & Level Design
Mobile: DADIU Productions. Two shipped Android tablet Unity game projects. 6 months, 18 people studio. C#, Gameplay, Effects, CG, OpenGL ES 2.0
GGJ 2017 Voice of God. We won 3/5 awards at Global Game Jam Cph for a platformer that controls the world with your voice. C#, Sound Code, 2D, Unity 5, GGJ17
Nordic Game Jam 2017. Multiplayer dance beat-em-up. You control a stabbing brawler-gent + their ghostly partner. C#, Unity, NGJ17
Nordic Game Jam 2015. Soundbound: a 2-player-vs music-synched rhythm game prototype. C#, Sound, Unity, NGJ15