Game Development
Technical Artist & Game Developer
Game development and technical art—current projects and past work.

C++ · Unreal Engine · Unity · Blender · Maya · VR (Meta Quest 3) · technical art pipelines

VR Showcase
Meta Quest (PC-linked) room-scale walk-around experience. Work in progress: improving spatial anchor accuracy in large spaces where alignment can drift a few degrees.
Work in progress Active development on anchor stability and accuracy for big-room VR.
VR Showcase — Room-Scale Anchors
Drimoland
A game project currently in development. The three videos below show three different environments with NPC and controller—work-in-progress, not the final product.

Built with Unreal Engine.

Work in progress This is under active development. What you see is a showcase of current progress, not the final game.
Environment 1 — NPC and Controller
Environment 2 — NPC and Controller
Environment 3 — NPC and Controller
Order of Dannan
Step into the world of Order of Dannan, a fantasy RPG built in Unreal Engine. Explore immersive environments, battle powerful enemies, and uncover the secrets of an ancient order.
Technical Artist
Technical art and pipeline work for games.
Meet Dragons
AI-powered talking dragons for real-time voice interaction in public spaces. Built with Unreal Engine, OpenAI Whisper for local speech-to-text, ElevenLabs for voice synthesis, and GPT for contextual dialogue—demonstrating on-device deployment for exhibits and parks.
VR Showroom Demo
A VR experience where users can interact with an AI-powered avatar to explore different cars, hear detailed information about them, and seamlessly switch between vehicles inside an immersive virtual showroom. The experience was showcased at LEAP and GITEX. This video is a marketing render created to attract visitors to try the VR experience, not footage from the live VR application itself.
Moshpit Unreal C++ Backend
Moshpit is an AI-powered platform for immersive live shows and gaming—attend concerts with your favorite artists, build your own shows, and explore dynamic environments. I worked on the Unreal C++ backend: rendering pipelines in packaged builds, MRQ with timelines, and video-in-texture workflows.