
Nubix
An independent C++ / DirectX 12 engine combining real-time rendering, dynamic volumetrics, deformable physics, and destruction, with ReSTIR and neural reconstruction supported by capture and validation tools.
Explore project ↗The engines, simulations, and games I build to explore ideas and put them into practice.
Independent builds and academic projects, from renderer architecture to playable games.

An independent C++ / DirectX 12 engine combining real-time rendering, dynamic volumetrics, deformable physics, and destruction, with ReSTIR and neural reconstruction supported by capture and validation tools.
Explore project ↗
A learning-focused engine with animation, lighting, materials, and an entity-component-system architecture.
Explore project ↗
A four-person, semester-long engine and time-manipulation shooter project, with single-player and 1v1 multiplayer modes.
Explore project ↗
Developed an Unreal Engine 4.21 C++ iOS prototype with a multidisciplinary RIT team, including rigged-character animation, Anim Graph/NPC AI blend-shape optimization, and logical bug fixes. The broader Lost & Found series explores medieval religious legal systems through games.
Explore project ↗
An Unreal Engine 4.22 C++ Android game with object-pooled procedural platforms, tap-to-jump controls, materials, lighting, emitters, and planet-inspired objectives.
Explore project ↗
A narrative 3D RPG developed by six designers and programmers, supported by an external RIT art and audio team.
Explore project ↗
A space-themed rhythm game built by four designers and programmers for Game Development Processes.
Explore project ↗Consistency ↗: an early interactive game using OpenGL, freeglut, DevIL, SFML, and irrKlang.
Game Graphics Programming assignments ↗: coursework repository for IGME.740.
Browse GitHub ↗Here’s where I’ve used each skill. Follow a project link for the details.
DirectX 12 rendering, PhysX simulation, and Blast destruction.
DirectX 11, entity-component architecture, resource management, and particle systems.
Unreal Engine rendering, tools, networked gameplay, and UI.
Qt/C++ visual-analysis interfaces and OpenGL graphics development.
Unreal Engine mobile development and gameplay systems.
DirectX rendering, shader materials, lighting, animation, and CPU–GPU resource handling.
UE4 Material/BasePass shader changes, lighting and GBuffer fixes, and investigation with PIX, Razor, and RenderDoc.
CPU–GPU particles, Niagara, and line-of-sight/fog-of-war optimization.
Unity combat, player-state UI, magical abilities, and goal-oriented action planning.
Unity gameplay logic, JSON-backed power-ups, and UI/UX.
C++ and Blueprints for gameplay, interfaces, and procedural content.
DirectX 11 with ECS architecture ↗
Entity identifiers, data components, registry access, Assimp animation data, buffer setup, and how these feed the draw loop.
Simulation hierarchy, actor lifetimes, collision-driven damage, fracture callbacks, and safe scene-update timing.