Procedural Water Shader
Real-time ocean surface shader built in HLSL with FFT-based wave simulation and foam masking.
View Project →Technical Artist
Bridging art and code — shaders, tools, procedural systems & real-time visuals.
I'm a Technical Artist passionate about the intersection of technology and creativity. I work on real-time rendering pipelines, shader development, procedural content generation, and tool development for artists.
Whether it's writing HLSL shaders, building Houdini procedural assets, or scripting pipeline tools in Python, I enjoy solving problems that make art production faster and more expressive.
Real-time ocean surface shader built in HLSL with FFT-based wave simulation and foam masking.
View Project →Python tool for automating LOD generation, texture atlasing and export to game engine formats.
View Project →Procedural fire and smoke simulation with baked flipbook textures for real-time use in Unreal.
View Project →Houdini HDA for procedurally generating city blocks with randomised buildings and road layouts.
View Project →A little snake game — because every portfolio needs an easter egg.