Specializing in animation programming and tooling
Currently working on:
Rigging tools and animation solutions for a non-developer audience at XR4 Industry. UX, UI and the base systems. With a focus on the trickery involved with solving closed loops of bones. Making existing assets more dynamically useable through mesh generation.
Current personal project:
In the concepting phase for combining animations with object/environment interactions in Unreal Engine. Blending animations and IK in the context of current player action.
Besides tinkering on games I spend my time making art, playing TTRPGs and boardgames, bouldering, cooking, and playing guitar.
Games I like: Outer Wilds, Rain World, Disco Elysium, Root, Mirror’s Edge, Overwatch, The Witcher, Factorio, Rogue Trader, Elden Ring, Rimworld, The Binding of Isaac, Civilization, Noita, Terraria, Hades, Monster Hunter, Subnautica, Minecraft, Smash Bros. Series, Dungeon of the Endless
Roguelike where both the player and enemies use the same arms to fight. The player can pick up enemies’ arms and use them as their own.
Role: Animation engineer
Engine: Unreal Engine
Team: 24 Students
A VR puzzle escape room. Made in Unreal engine for my third year at BUas. Where I took charge of the hands and their interactions with objects. I also worked on optimizing the shader materials and texturing objects.
Role: Programming Lead, Texture Artist.
Engine: Unreal Engine
Team: 20 Students
ProCave, short for Procedural Cave, is a solo custom engine project that I’ve been working on in the background last year while studying at BUas. Trying to create a game that constantly morphs around you as you play.
Role: Solo Developer
Engine: Custom, Directx11, ImGUI, ReactPhysics
Cabinet of Curiosities is a custom engine dungeon crawler created in my second year at BUas. As a lead programmer I worked on engine architecture, designer accessibility. And also created the dungeon generation.
Role: Programming Lead, Procedural Programmer
Engine: Custom, OpenGL, Gainput, ImGUI, ENTT, SwitchSDK
Team: 20 students
For a solo game project I want to create an IK solver, iterating on FABRIK, so that it will be able to solve loops properly. To be able to eventually build it out into a mech repairing game.
Role: Solo Developer
Engine: C++ on top of Godot
A tiny strategy game made over a week for a roguelike masterclass. Extending the original engine code with voronoi environment generation
Role: Engine and procedural programmer
Engine: xs game engine
Team: 2 students
Digital art









