Portfolio
Nuit Blanche 22
I was responsible for helping implementing the real-time visuals in Together, Apart using TouchDesigner. I integrated Microsoft Kinect to detect motion and crowd size, which dynamically controlled particle effects and audio. To enable FMOD integration, I wrote a custom C# application that communicated with TouchDesigner via OSC, overcoming the lack of native support.
My work ensured that the installation was both interactive and responsive. Additionally, I tightened up visuals, improved performance, and handled most programming tasks throughout the project.
Impetus
I built a custom engine using C++ and Vulkan for my college capstone project. I went into this with minimal Vulkan knowledge, so it was a big learning experience. It was designed with modularity in mind, giving more user control to have only exactly what they want.
Reflection and serialization are built in, allowing you to edit components through the GUI and save your current registry as a "scene". A modern physics library is integrated with a basic abstracted implementation, allowing for manual control of specific features. The renderer currently only loads GLTF binaries for meshes and textures.
All Vulkan is abstracted to inside of the renderer, meaning no calls are used outside of it. This was my second engine build and while it shares similarities to my first, this one is significantly better in terms of structure and performance. I was the sole creator and programmer, completing the project in just over 3 months..
Cadillac Chinese NY Dragon
I was contracted to create the visuals and interactivity for a Cadillac-sponsored installation at a Chinese New Year event. Using TouchDesigner and Leap Motion, I programmed a dynamic digital dragon made of particles that responded to user interaction. As participants raised their hands over the Leap Motion sensor, the particles dispersed and followed their movements, then gradually reformed into the dragon image..
Nuit Blanche 21
I was brought on to improve the technical side of the 2021 Fellowship project, A Way Closer. Although I wasn't involved in the initial creation, I enhanced the playability by fixing bugs and improving the overall experience in Unity.
Squeaky Engine
This was the first time I built an engine, I used C++ and OpenGL. It started as a passion project, later used for my college midstone. It features a Component-Oriented ECS, similar to Unreal/Unity, with Actors composed of Components for data and behavior.
The engine includes basic physics with collision shapes, a debugging GUI built with IMGUI for real-time component modification, and FMOD integration for basic audio. I served as the Creator, Lead Programmer, and Designer, using C++, OpenGL, and FMOD..
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Waypoint
I designed a weapon and pickup system. Allowing many different weapons to be easily swapped and modified. Using C++ at it's core and Blueprints ontop for ease of use.
While implemented it was not fully utilized to it's extent available from time constraints..
Old OpenGL Demos
Demos done for classes.
Small Touchdesigner Demos
Demos in Touchdesigner based on movement and data from a Kinect.
Motiontracking Vr
tennis racket is an actual tennis racket being tracked.