A mid-core real-time strategy game for iOS and Android developed in C# and Unity. I contributed to four major game releases as a game engineer intern at Disney Interactive.
GPU and tile based renderer that uses OpenGL compute shaders to perform a light culling stage that delivers dramatic performance improvements over naive Forward rendering techniques. Also features high dynamic range lighting with Reinhard tone mapping and tangent space normal mapping.
Scanline rasterization technique. Includes interactive mouse controls, backface and scissor test culling optimizations, and color and normal interpolation.
A 3D shooter featuring roguelike elements for PC using Unity and C#. I implemented the main gameplay systems, including combat, AI, NPC interaction, quests, and leaderboards.
Features Blinn-Phong shading, optional bloom and toon shading effects, scissor test culling optimizations for point lights, and material defined specular exponents.