Unannounced title
I lead development on an unannounced 2D game at Hugecalf. I built the first prototype and the core systems it stands on: physics-driven building, pathfinding that adapts as the world changes, and multithreaded simulation of the game's actors and hazards, from gas and fluids to collapsing terrain.
Much of my work is in rendering and performance. I built the game's 2D lighting on Unity's Render Graph, including radiance-cascade global illumination and soft shadows, write its custom shaders, and keep frame times down on both CPU and GPU. I also build the tools the team uses to test simulations, author lighting and profile the GPU.