Overview
This page archives a selection of research projects, software prototypes, and collaborative works completed during my undergraduate and graduate studies.
The work spans topics including computer graphics, educational applications, and game development. Projects range from graduate research and university-funded initiatives to game jams, exhibitions, and academic coursework.
Collectively, these projects reflect the technical and creative interests that shaped my academic studies and ultimately led to my career as a Technical Artist.
SDG App – GeoVA Lab
York University Lassonde School of Engineering
Android - Google Play | iOS - App Store
An educational mobile application developed in Unity to promote awareness of the United Nations Sustainable Development Goals (SDGs), available on both Android and iOS platforms.
I provided technical mentorship and deployment support, assisting research assistants with development challenges and helping ensure successful release on Android and iOS, while the research team was responsible for the application's design and educational content.
Software used: Unity URP (Shader Graph, VFX Graph)
VG Sandbox – GeoVA Lab
York University Lassonde School of Engineering
I developed and deployed a web-based educational application that teaches civil engineering concepts through interactive visualization of surface terrain analysis techniques. Features included geological measurement tools for calculating distances, slopes, and plane orientations across terrain surfaces, as well as real-time fluid simulations.
The work provided practical experience applying linear algebra and spatial mathematics to software development challenges.
The project was presented during its development at the 2023 American Society for Engineering Education Conference and Exposition held in Baltimore, Maryland, USA.
Software used: Autodesk Maya, Unity URP (Amplify Shader Editor, VFX Graph, Zibra Liquid)
Cloud Atlas_ _beta – 2023 DesignTO "Forecast" Art Exhibition
York University Department of Computational Arts
I was tasked with providing cloud visuals for the "Cloud Atlas_ _beta" presentation at the 2023 DesignTO "Forecast" Art Exhibition. To achieve the specific forms requested by the project lead, volumetric 3D textures were generated in Houdini and rendered in Unity using a custom raymarching shader developed with Amplify Shader Editor.
arkfrequencies.com/cloud-atlas-beta
Software used: Houdini, Unity HDRP (Amplify Shader Editor)
Choco – Undergraduate Capstone Project
Project Lead / Technical Artist / Programmer – York University Digital Media Program, Lassonde School of Engineering
A platformer-collectathon developed as the capstone project for my undergraduate degree. Working alongside two artists, I assumed responsibility for all technical aspects of development.
Key contributions included establishing a level-building workflow using a layered tileset system, implementing asynchronous world streaming between map partitions, developing AI state machines and gameplay systems, and creating a rail-based audio system that dynamically adapted environmental soundscapes to player movement and location.
As the project's Technical Artist, I also authored all shaders and visual effects, including foliage vertex displacement, clouds, and procedural snow.
The project was selected as a showpiece title for York University's Digital Media 2021–2022 End of Year Exhibition.
Click here to access the project website.
Software used: Blender, Unity URP (Shader Graph, VFX Graph)
Beef Daddy – Academic Project
Project Lead / Technical Artist / Programmer – York University Digital Media Program, Lassonde School of Engineering
A cat-and-mouse horror game developed over five weeks as part of an undergraduate Game Development course. Working alongside five other students, I served as Project Lead, Technical Artist, and Programmer.
To accelerate development, I created an initial prototype containing a player controller, camera system, and level-building workflow, while also contributing to gameplay programming, bug fixing, and performance optimization throughout the project.
I also developed custom shaders, programmed a dynamic dance floor lighting system, and was responsible for materials, lighting, post-processing, audio implementation, and asset integration.
Click here to access the project website.
Software used: Unity URP (Shader Graph, VFX Graph)
When Sorrows Come – TOJam 2021
Technical Artist / Programmer – Public Game Jam
A platformer developed in one week for the 2021 Toronto Game Jam. Working alongside six other participants, I primarily served as the project's Technical Artist while contributing across programming, audio, and level design.
Responsibilities included developing the parallax background system, creating shaders, particle systems, post-processing effects, and 2D lighting, implementing gameplay sound cues, and contributing to the game's level design. Following the early departure of several team members, I also assumed a variety of additional development responsibilities to help ensure the project's completion.
Click here to access the project website.
Software used: Unity URP (Shader Graph, VFX Graph)
Marble Madness Remake – Academic Project
Project Lead / Technical Artist / Programmer – York University Digital Media Program, Lassonde School of Engineering
A recreation of the classic arcade game Marble Madness, developed over three weeks as part of an undergraduate Game Development course. Working alongside four other students, I served as Project Lead, Technical Artist, and Programmer.
To accelerate development, I created an initial prototype containing a physics-based player controller, camera system, and level-building workflow. By leveraging an experimental Unity package that repurposed the tileset system for painting prefabs instead of 2D tiles, I established an intuitive workflow that could be quickly adopted by the rest of the team.
Following the prototype phase, I coordinated development efforts across the team while defining the project's visual style. I was responsible for the game's shaders, materials, and post-processing effects, and created the death and victory sound effects using Waveform 11.
The project was selected as a showpiece title for York University's Digital Media 2021–2022 End of Year Exhibition.
Click here to access the project website.
Software used: Unity URP (Shader Graph, VFX Graph), Waveform 11
Killer Plant – Academic Project
York University Digital Media Program, Lassonde School of Engineering
Rhinoceros 3D is known for its use of Non-Uniform Rational B-Splines (NURBS), making it notoriously difficult to model organic forms such as animals and plants. This limitation was challenged through creative use of the loft command.
Lines were drawn freehand without the use of reference imagery.
Software used: Rhinoceros 3D