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Project Archive

All Projects

A compact index of my gameplay systems, rendering, VFX, and performance-focused C++ work.

  1. 01

    C++ gameplay / systems programming

    • C++17
    • Gameplay Systems
    • Object Pooling
    • Save System
    GitHub
  2. 02

    Solo programming / custom renderer

    • C++
    • DirectX 12
    • HLSL
    • Solo
    GitHub
  3. 03

    CPU rendering performance

    • C++
    • AVX SIMD
    • Multithreading
    GitHub
  4. 04

    Team project / gameplay VFX & weather

    • UE5
    • Blueprint/C++
    • Niagara
    • Team of 6
Vampire Survivors Like gameplay media

Gameplay project

Vampire Survivors Like

Role
Gameplay / Systems Programmer
Language
C++17
Framework
GamesEngineeringBase (Direct3D 11)
Platform
Windows PC

Engineering highlights

  • Structured a complete 120-second survival session across menu, gameplay, save, victory, and defeat states, with provider interfaces separating gameplay systems.
  • Built nearest-target automatic fire and a player-triggered AOE that prioritizes high-HP enemies, alongside four enemy archetypes and time-based spawn scaling.
  • Managed high-churn enemies, projectiles, and power-ups through reusable object pools, active-object views, collision handling, and off-screen cleanup.
  • Implemented fixed and seeded infinite tile maps plus a versioned, multi-slot snapshot system that restores the player, world, combat timers, enemies, projectiles, and power-ups.
Open GitHub
DX12-FPS gameplay media

Project

DX12-FPS

Role
Solo Programmer
Engine
Custom DirectX 12 Renderer
Language
C++ / HLSL
Platform
Windows PC

Key systems

  • Implemented swap chain, frame resources, command lists, render/depth targets, root signatures, PSOs, and shader management.
  • Built data-driven level loading for textures, shaders, materials, objects, and components.
  • Added first-person controls, weapons, AABB collision, ray shooting, skeletal meshes, normal mapping, and GPU instancing.
Open GitHub
Rasterizer benchmark media

Technical project

Optimized Software Rasterizer

Focus
CPU Rendering Performance
Language
C++
Optimization
AVX SIMD / Multithreading
Result
Roughly 2-4x over baseline

Key work

  • Added vertex cache, pre-normalized lighting, Early-Z, backface and frustum culling.
  • Vectorized eight-pixel shading and lighting with AVX SIMD.
  • Implemented tile-based rendering through a custom thread pool and compared FPS, P99 latency, and speedup.
Open GitHub
Vehicle combat gameplay media

Team project

UE5 Vehicle Combat

Role
Gameplay VFX / Weather Programmer
Team
6 people
Engine
Unreal Engine 5
Tools
Blueprint, C++, Niagara, Materials

Responsibilities

  • Implemented sunny, cloudy, and rainy presets with event-driven smooth transitions.
  • Created rain, ground splashes, lightning, speed lines, missile effects, and tire marks.
  • Built a lightweight C++ particle component exposed to Blueprint for smoke and collision sparks.