2026
Mysteroid
Procedural planet systems inside a high-fidelity UE5 pipeline. Quaternion-based gravity, PCG terrain, and modular C++ architecture.
Profile
Game Developer & Technical Designer
I build games, engines, and tools that scale. With a foundation in UE5 and Unity, I specialize in turning complex creative ideas into polished, reliable player experiences — from early prototypes to shipping builds.
My work sits at the intersection of technical precision and creative direction: procedural systems, cinematic animation pipelines, and gameplay mechanics that feel inevitable once you play them.
2026
Procedural planet systems inside a high-fidelity UE5 pipeline. Quaternion-based gravity, PCG terrain, and modular C++ architecture.
2025
Noir atmosphere meets technical precision. Modular Blueprint workflows, dynamic material switching, and immersive first-person level design.
2025
Cinematic animation reel with BPM-locked audio-visual sync, advanced material workflows, and UE5 Sequencer.
2025
Pixel-runner with highly tuned movement physics, procedural difficulty scaling, and hand-crafted sprite animation in Unity.