I am a programmer.
I do gameplay, system, and graphics programming.
I have been programming as a hobby since I was about 7 years old.
I constantly strive to improve my knowledge and understanding of computer programming.
I have been mostly focused on learning how to program games, but,
games are easily some of the most complicated programs that are written.
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Games
I make games. I've mostly been using Unity3d. I have been using the engine since 2010, and have used it both as a hobbyist and professionally.
I have also played with other games.
I have worked on mobile (Android/iOS) games, as well as games for PC.
I at one point had some embedable demos of Unity games I've made that could be played in the browser, but Unity has removed support for that part of the engine.
Inside is a small sample of games I have worked on:
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BloodRunner
more_vert Global Game Jam, 2013
BloodRunner
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A small game I worked on during the 2013 Global Game Jam, a 48 hour event to take a
theme revealed at the start of the event, and make a game out of it.
Here is a link to the archive.
Marble Void
more_vert PC, 3dPlatformer, 2016
Marble Void
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On 4/12/2016, A game I worked on, 'Marble Void', has released on Steam. You can check it out
here.
Shaders
Shaders are programs that run on a graphics card, and are typically used to make pretty pictures.
I started to learn how to make shaders first by playing with GLSLSandbox,
and modifying shaders that other people have made.
Here is a small collection of some shaders I've worked on.
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Custom Surface Shadersmore_vert
Surface Shadersclose
I have created a number of custom shaders for Unity3d with some nifty features.
Recolormore_vert
Recoloring Shaderclose
This shader I made recolors parts of a mesh separately.
I have multiple versions of this shader for different lighting modes
Neato Effectsmore_vert
Things...close
This is a little effect I whipped up in a few hours. Just using a lot of basic ideas from shader programming.
Rendering objects based on distance, using sin() a lot to change details over time, and layering lots of effects.
The code can be found Here.
Procedural Texturesmore_vert
Procedural Water+Stonesclose
This is a variant of the brick texture with running water added.
I made a number of procedural textures for Unity3d as a part of an independent study I did during the Fall 2016 semester.
The Independent Study 'writeup' is Here,
and information about the shaders can be found Here.
Procedural Texturesmore_vert
Procedural Moonclose
This is a procedural moon texture, morphing between two settings.
I made a number of procedural textures for Unity3d as a part of an independent study I did during the Fall 2016 semester.
The Independent Study 'writeup' is Here,
and information about the shaders can be found Here.
Procedural Texturesmore_vert
Procedural Moon Variantclose
This is a another variant of the procedural moon texture, morphing between two settings.
These settings are very different from the standard settings, one looking slimy, and the other looking icy.
More information about the shaders can be found Here.
'Warp Pipe' Skyboxmore_vert
'Warp Pipe' Skyboxclose
I ported the 'Warp Pipe'
effect by 'srtuss' to be used in Unity3d as an animated, procedural skybox.
'Star Nest' Skyboxmore_vert
'Star Nest' Skyboxclose
I ported the 'StarNest'
effect by 'Kali' to be used in Unity3d as an animated, procedural skybox.
Procedural Mode7more_vert
Procedural Mode7close
This shader creates a procedural texture representing a world using a perlin noise implementation, and then
skews the ground using the 'Mode 7' algorithm used on the Super Nintendo Entertainment System.
The sky and clouds are generated using a similar algorithm.
The effect code can be found here.