I'm an aspiring Unity Developer focused on building prototypes and technical demos in Unity (C#). I enjoy solving performance problems, designing systems and experimenting with procedural generation.
Most of my experience comes from personal projects β mostly public on my GitHub.
- Finish and ship playable game.
- Improving my experience with multithreaded systems in Unity (Jobs/Burst).
- Build modular, reusable tools that speed up prototyping.
- Minecraft-like β Voxel chunk streaming and multi-threaded chunk generation (Jobs + Burst + Collections).
- Enhanced Procedural Terrain Generation β Fast noise-based terrain module with parallel generation.
- Unity-JobScheduler β Small scheduler to help coordinate Unity Jobs, UniTask integration, and job completion handling.
- Baldur-Gates-4 β Prototype team/party control, Command Pattern for actions and save/load mechanics.
- Shooter β Compact projectile & hit-detection system with target filtering.
- Group Project / Tech Demo β GameJam project (team lead / main programmer).
- UnityVoxelMeshGPU β Fork of compute shader based voxel generation for testing difference in efficiency between DrawProceduralIndirect & RenderPrimitivesIndirect.
If you like the direction of a project and want to contribute (code, tests, or docs) β thank you! Create an issue describing what you want to improve and Iβll respond.
*Thanks for stopping by β Iβm always iterating.