Published on the Unity Asset Store by Attribute Overload
MeasureSystem Real-Time
A production-ready Unity utility for inspecting dimensions and measuring distances directly in the Scene view.
GAME SYSTEMS · CREATOR TOOLS · REAL-TIME VFX
Game and software developer focused on Unity, C# and Unreal Engine 5.
Production work and focused studies across gameplay, tools, graphics, VFX and interactive web.
Published on the Unity Asset Store by Attribute Overload
A production-ready Unity utility for inspecting dimensions and measuring distances directly in the Scene view.
Playable environment built around reusable Blueprint systems
A technical recreation of anomaly logic, loop progression and environmental interactions in Unreal Engine 5.
A four-month deep dive into real-time rendering fundamentals
A lightweight C++ graphics engine with OBJ loading, transforms, lighting and live scene controls through ImGui.
Final client website delivered and operating online
A responsive production website with two interactive GLB viewers, camera controls and live PBR material customization.
Project leadership plus hands-on gameplay programming
A team VR game I led while contributing directly to gameplay, interaction and interface systems.
Four reusable Niagara studies with distinct visual languages
A focused Unreal Engine 5 collection exploring readable silhouettes, energy motion and layered gameplay feedback.
World-building practice grounded in real-time constraints
Real-time scenes studying composition, lighting, terrain, materials and asset integration.
Technical-art studies for responsive real-time worlds
Material and environment exercises joining shader logic, procedural controls and visual composition.
I move comfortably between code and visual craft. That range helps me prototype clearly, communicate across disciplines and turn complex mechanics into experiences people can read and enjoy.
Every interaction should explain what happened.
Reusable systems make the next idea faster.
Visual impact only works when information stays clear.
3D modeling and printing, machine maintenance, orders and operational dashboards.
Taught modeling, texturing, asset integration and Blueprint fundamentals.
Built editor tooling, tests and UI; supported backend integration and AI navigation research.
Developed VR mechanics for an educational milling-machine simulation.
NEXT QUEST / 04
Open to game development, tools, software, technical art and interactive web opportunities.