Car Racing Game
AI-driven racing car built on Unreal Engine's physics system. Follows a precalculated optimal racing line with a speed profile, using PID control for throttle, braking, and steering interpolation. A stack-based FSM manages behavioral states such as driving, overtaking, and safe following. The video shows me driving against three AI cars of different speed levels.
View on GithubBow Mechanic
Full bow mechanic with drawing, holding, aiming and releasing arrows.
Third Person Shooter
Weapon recoil system combining camera shake, hand-keyed recoil animation, and S-curve camera displacement. Uses a runtime rig to animate aiming and weapon holding.
Viking RPG
Environment interaction system and attack combo system with animation canceling. Work in progress.
Team Projects
Four group projects at Futuregames, collaborating with artists, designers, and fellow programmers using Perforce.
View Selected on ItchSnake Simulation
AI-driven snake simulation with A* pathfinding for autonomous navigation. Uses a linked list for tail segments. Includes a player-controlled mode.
View on ItchTechnical Art
Laser Blast FX
Rigid body destruction simulation in Houdini—dynamic laser impacts triggering debris, particles, and smoke. Based on Steven Knipping's Applied Houdini series.
Prop Modeling
Prop Modeling in Stylized Art. Modeled after concepts by Alexandra Gaber and Thijs de Rjicke.
Photogrammetry
Head model created with single camera photogrammetry and retopologized in Wrap3. Facial rig based on the Facial Action Coding System (FACS).
Rigging
Character and mechanical rigging with a focus on clean deformations and proper skinning.