A small sample of professional and personal projects.

Company Projects

WIN Reality

My main contributions here involved: solving rendering issues, creating shader effects, reworking large parts of the core system, custom UI systems, improving plugin integrations, general performance analysis and optimizations, gameplay logic, and general maintenance.

Here's a video I found on YouTube with some example gameplay:

TTF - Super Nintendo World

My contributions here were broad: I created real-time visual effects, extended the art pipeline, created editor tools for artists, and set up local CI and cache servers.

I created many VFX for this project, for example: the wheel sparks, shell toss and explosion, Bowser lava skin, effects in other parts of the park like Toad ice cube scene (snow deep footprints, raymarched ice cubes), and many more effects.

I also worked on getting the custom AR headset to display correctly from Unity which involved writing a custom post processing and image transformation stack.

EMD Serono, Inc.

My role here was to prototype and explore AR/VR ideas that may be of benefit to the org. I developed various prototypes for marketing/trade shows, education, archvis, remote assistance, etc. The following two are a tiny selection of the many cool projects I built while I was there.

EMD - VR Equipment Training

A VR app for equipment training. I mainly worked on lighting, shaders, the gameplay logic and training objectives system, and a few other details.

EMD - AR Equipment Training

Proof-of-concept equipment training AR application I built to run on the original Microsoft HoloLens. It takes the user through several steps to operate a piece of equipment. Setting up the points to check was user configurable at runtime.

Personal Games and Projects

Custom Game Engine

A side project for exploration into the lower-level aspects of game and render systems, the engine still in early stages but it was good practice. This is developed with C++ and OpenGL. Last updated March 2021.

Game in a Unity Editor Window

I did this as a personal challenge to push my Editor scripting abilities / tool writing. Complete with many features expected in the game (t-spin, slamming blocks, etc.). There's a great deal of actual editor tools I would like to show also from work at other companies.

Block Breaker VR

This was my entry for a game jam in San Antonio hosted by MergeVR. I wrote the code and set up the lighting and materials. The models and textures were created by two other teammates.

Ali Tale

First-place winning weekend game jam entry! At the event, I joined up with other attendees for a team size of about ten people. I wrote the full game code which entailed creating a simple custom scripting language that the writers could easily work with. My scripting language allowed defining character actions, scene changes, dialogue, user action options, etc. I also guided requirements for art assets and integrated those assets into the project. Futher, I had a large part in determining the general type/mechanics of the game and generally determining how we should approach it. The theme/topic was set by the game jam host. Here's a video of part of the gameplay:

Spaghet Game

A web game I made based on a famous meme at the time. Play the game here: https://gigableh.itch.io/spaghet-defender

Servo Controller

Controlling a servo from a GameObject's rotation wirelessly over the network using a server written in C. Note: the cable in the video is power only.

Shaders and Effects

A random sample of shaders, materials, and effects I've created.

Equirectangular-Sphere Texture-Rotation Shader

Given an equirectangular mapped sphere, if you were to simply shift the UVs in the V direction, the texture would get sucked into the poles. To properly rotate it like this requires projecting the UV coords to 3D space, doing the rotation, then projecting back.

You could also rotate the mesh itself, but there are some use cases for rotating it in a shader.

Real-time Raytracer in Unity

Halftone Screen Shader

Car Paint / Glitter Material

Render Over Network into Console Window from Unity

Blackhole Shader

I made a tutorial on this blackhole shader that got somewhat popular: https://medium.com/@mariosubspace/blackhole-shader-in-unity-eb7d93af9577

Recursive Rendering Effects

Substance Detailed Cloth Material