I build the parts of a product that make it feel alive — real-time VFX, in-game systems, AR effects, and the interfaces that tie it all together. Currently deep in Unity physics and Fortnite Verse scripting.
Real-time mesh deformation and detachable parts on collision, built in C#.
Uses FixedJoint components to detach parts on impact and drives mesh deformation in real time based on collision force and angle.
A vehicle despawner system for Fortnite Creative, built with the Verse API.
Detects stationary vehicles using SpawnedEvent and cleanly removes them to keep server performance stable during long play sessions.
Multiplayer word game with a dark fantasy look — particles, animation, UI juice.
Built with Feel (More Mountains) and UnityEvents for particle effects, animations, an atmospheric vignette, and overall UI feel.
A complete racing game interface, designed end to end in Figma.
Covers the full UI system for a racing game — HUD, menus, and screen flow — designed from scratch for a freelance client.
Scripted patrol and chase behavior for enemy NPCs.
NPCs patrol set routes, detect the player within range, and switch into chase behavior — a portfolio piece built in Lua.
Custom sculpted 3D asset with face-tracked effects, from Blender to Lens Studio.
Sculpted in Blender, cleaned up and exported as an OBJ, then rigged with face-tracked effects including reshaping and color changes.