Engine Developer & Technical Artist
![](https://cdn.myportfolio.com/fd832487-8f18-4b88-befd-c3eae95bdb3d/4dbe92e9-1252-45e7-8564-af983076d590_rw_1920.png?h=23806ddfa43143534c03fd34388fb972)
Description
![](https://cdn.myportfolio.com/fd832487-8f18-4b88-befd-c3eae95bdb3d/9f75451c-a38f-4697-bc4d-95434fa3180f_rw_1920.png?h=30bc322913a13de5d6f2e512b8bcbae7)
![](https://cdn.myportfolio.com/fd832487-8f18-4b88-befd-c3eae95bdb3d/e7cae186-1e72-45c4-9280-7e34a3523f75_rw_1920.png?h=9dc290510d6cf530829910147d05e752)
![](https://cdn.myportfolio.com/fd832487-8f18-4b88-befd-c3eae95bdb3d/0aebe765-4bdf-4e89-a6d3-f120e33c0930_rw_1920.png?h=ec2bad3949297e280bd8d2a0317653c5)
![](https://cdn.myportfolio.com/fd832487-8f18-4b88-befd-c3eae95bdb3d/dbe00dbc-ed4e-41bd-8d80-4ebad2d98dbd_rw_1920.png?h=1ffd77853aa6199f98452d811b482425)
Experience
Wrote a custom game engine in C++ first using CPU rendering, then using DirectX and Vulkan for platform-agnostic GPU rendering. Supported meshes, shaders, occlusion culling, particle systems, collision, terrain, code and data-driven levels, and a simple event system for per-level start and update logic.
Tools
GitHub, DirectX, Vulkan, GLFW, Blender