Escape the Lava
Isometric puzzle-adventure: dice-constrained route planning, perspective-shifting Swap Face mechanics, and hazard pacing.
Start with the work in motion. Explore the tools behind it, then the questions I’m actively investigating.
9 projects
Isometric puzzle-adventure: dice-constrained route planning, perspective-shifting Swap Face mechanics, and hazard pacing.
Active arcade-management game: balance the Impossible Tea Tray against train inertia, stacking higher for Mazag Combos.
Catch bad assets before they hit the build across Unreal, Unity, Blender, Maya, Houdini, and Substance.
A 60-second cut of my work in real-time effects, custom HLSL shaders, and technical art foundations.
Systemic action-adventure concept where manipulating underlying environment rules becomes the core mechanic.
Custom C++ graphics environment for exploring rendering architecture, Vulkan/OpenGL pipelines, and GPU control.
Unified technical art suite combining Maya asset validators, automated texture packing, and AI-assisted workflow modules.
Original games and interactive worlds in development: Arena: Saha, RE:FRAME, TIFO Rivals, and SHINE.
Bridging the gap between 3D art and real-time graphics engineering with accessible tutorials and pipeline guides.
A searchable database of working tools, research notes, game concepts, and learning exercises.
16 projects in archive
Isometric puzzle-adventure: dice-constrained route planning, Swap Face perspective mechanic, and water vs. volcanic fire hazards.
Explore case study ↗Stylized 3D arcade balancing: Impossible Tea Tray mechanics, train inertia physics, Mazag combos, and Egyptian café meta-economy.
Explore case study ↗Cross-DCC asset-validation suite for Unreal, Unity, Godot, Blender, Maya, Houdini, Substance, and Photoshop.
Explore project ↗Custom C++ graphics environment for exploring rendering architecture, Vulkan/OpenGL pipelines, and GPU control.
Explore study ↗Systemic action-adventure concept where manipulating underlying environment rules becomes the core mechanic.
Explore concept ↗Exploration action RPG anchored in celestial cosmology, prototyping combat hitstop and character mechanics in Unity.
Explore game ↗Unified technical art suite combining Maya asset validators, automated texture packing, and AI-assisted workflow modules.
Explore platform ↗Real-time fire and volumetric fluid simulation system in Unreal Engine 5 Niagara Fluids & EmberGen.
Explore VFX ↗Atmospheric 3D interior study exploring torchlight propagation, contrast, and stone textures on Behance.
Explore 3D study ↗Artist-facing sprite-sheet creation and texture packing utility, now integrated into TechArt OS.
Explore tool ↗An AI-assisted Spine 2D animation utility exploring automated contour generation and rigging helpers.
Explore prototype ↗Personal learning project exploring Unreal Engine’s native Water plugin, setup workflows, and maintenance.
Explore study ↗Research notes exploring multi-agent architecture for 3D rendering optimization and pipeline automation.
Read research ↗Neural motor intelligence concept for physics-based characters, exploring shared control across different bodies.
Read research ↗Unfinished personal exploration of runic combat particle shaders and procedural magic circles.
Explore exploration ↗Serverless productivity application aligning daily focus with circadian energy curves on Google Cloud Run.
Launch app ↗