Sandborne

Play as a small golem waking up in a dried oasis amongst the desert. Explore your home, now a collapsed civilization overrun by twisted creations. Uncover the story behind the collapse, deactivate the rogue golems, and find your creator.

Involvement

I worked on a 6-person team where I served as the Tools and AI Programmer and Release Engineer. My graphics-related work is most visible in the UI and Camera systems and the Behavior Tree GUI, which was originally developed for this project.

Impressive Impressionism

Impressive Impressionism was my Graphics final project with a 3 person team. We created a robust, real-time, non-photorealistic shader pipeline in Unity that allows the user to develop painterly visuals to replicate the art style of impressionism. I worked on the shader pipeline that produced the paint-stroke-like visuals, which was involved combined the work of 4 different shaders that I developed. I compiled everyone's work into a single user-friendly pipeline.

Involvement

I worked on a 3-person team. I built the paint-stroke shader, the full composite shader, that parametrizes and composites all the shaders together, and the editor tool for interacting with the compositor.

A
              screenshot of the Impressive Impressionism Shader
              Pipeline in action

Unity Behavior Tree Tool

The Unity Behavior Tree Tool is a full behavior tree implementation built in Unity complete with a in-editor GUI built with Unity's UI Toolkit and GraphView, which was new at the time. My main motivation to make this was to aid in the development of Sandborne. It was instrumental in us implementing two multi-staged boss fights in the tight three-month timeline that we were working with. It also gave me the chance to explore Unity's new UI Toolkit more and experiment with tying my systems into a visual editor.

Involvement

This is a solo project. I designed the behavior tree system and the accompanying GUI myself.

A screenshot example of the
            Unity Behavior Tree Tool