I'm a C/C++ developer focused on graphics programming and performance engineering; I build rendering systems from scratch. Professionally I have contributed to shipped AAA ports at Feral Interactive. Outside of engine work, I work on tech art related projects with Blender.
Feral Interactive Ltd.
Contributed to the Android port of Tomb Raider (2013) at Feral Interactive. Worked on native C++ systems, mobile UI implementation, and build configuration for Android.
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Feral Interactive Ltd.
Contributed to the Android port of GRID Legends: Deluxe Edition at Feral Interactive. Worked on native C++ UI and gameplay systems debugging in a mobile platform.
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C++ · CMake · rapidObj · STB Libraries
A CPU ray tracer written in modern C++ with recursive ray casting and shading models including diffuse and reflections. Implements acceleration structures and multithreading to optimise ray traversal and scene performance.
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C++ · OpenGL · rapidObj · STB Libraries
A modern C++ OpenGL renderer implementing real-time 3D rendering and shader-based lighting. Includes camera systems, animation, split-screen views, and particle effects.
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C++
A templated C++ animation system supporting keyframe-based interpolation for arbitrary value types. Designed for lightweight integration into engine or tooling pipelines with zero runtime polymorphism.
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Blender · Substance Painter · Substance Designer · Photoshop
Created for the promotional material of the casual basketball society at my university.
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Blender · Substance Painter · Substance Designer · Photoshop
Experimentation with hand sculpting, normal map baking and hand painting textures.
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Substance Designer
Learning how to create procedural materials. I ended up with these two unused materials and the rest can be seen on my other projects here.
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Blender · Substance Painter
Learning how to do hard surface modelling and texture painting. An early project.
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