Home

Work and Projects

A collection of personal, professional, and academic work. It is not forcefully in chronological order, but it is categorized on my experiences from design, Unreal Engine development, to graphics programming.

Unreal Engine Development

currently focused on educational technology shipped outputs in Virtual Reality.

Enhanced Auditory Reality Simulation for Improved Mapping
Virtual RealityC++BlueprintsPCGHLSLNiagara System

A sound localization evaluation tool. Developed the weather system, flora and fauna instancing tools, material texturing, and UI functionalities.

Procedural Poetry Playhouse
Virtual RealityC++Blueprints

An application for the UBC Creative Writing faculty. Developed maze generating algorithms, object instancing systems, and UI functionalities.

Rendering and Shader Development

programs with a goal on producing creative visual media.

Physically-based Rendering Engine
OpenGLC++ImGuiPhysically-based RenderingEngine Development

An OpenGL ECS graphics engine for learning how graphics engines can be built and structured. Supports deferred rendering, material systems, model loading, image-based lighting, shadow mapping, and terrain systems.

3D Pixel Art Rendering Pipeline
Unreal Engine 5HLSLNon-photorealistic RenderingPost-processing

A pipeline from rendering techniques to create a pixel art aesthetic. Material and post-process shading consists of quantization, edge detection, real-time reflections, and raymarching.

Physically-Based Moebius Shading
Unreal Engine 5HLSLNon-photorealistic RenderingPost-processing

A post-processing shader that focuses on producing outlines and procedural hatching. The output creates a two-layered, physically-based, cel shading which retains all of the lighting data to create an accurate, illustration effect.

Multi-pass Painterly Shading
Unreal Engine 5HLSLNon-photorealistic RenderingPost-processing

A multi-pass anisotropic kuwahara filter. Uses Unreal Engine 5.5's user texture input feature on post processing materials, making it possible to store and organize sobel, gaussian, and kuwahara filters in different passes.

Procedural Tools and Systems

sub-features and tools developed for streamlining projects.

Procedural Environment Generation Tool
Unreal Engine 5PCGBlueprints

A PCG tool that uses a multi-layered noise mapping algorithm for mesh and assembly instancing.

Night Sky System
Unreal Engine 5BlueprintsHLSL

A tool to easily calibrate the night sky built for a sky sphere material. Involves moon phase shading.

Simulations and Explorations

records of learning to build new things.

Advanced Lighting from Learn OpenGL
OpenGLC++GLSLPhysically-based Rendering

Learning outputs that uses PBR, IBL, and deferred shading concepts from Learn OpenGL.

Tilemap Art Study - Ambience
ResearchAsepritePixel Art

A style study composition based on modern 2D pixel games focusing on ambient environments.

Parametric Surfaces Application
UnityC#HLSL

A short simulation app animating optimized mathematical surfaces.

Organic Fractal Simulation
UnityC#HLSL

Procedurally generating a depth-based colored, 3D organic Sierpinski Pyramid.

3D Modelling and Digital Design

problem solving and creative thinking in visual mediums.

Minecraft Education Learning Portal
ResearchHub Server DesignSketchUp

researched and developed an innovative hub server framework for Minecraft Education.

Puntahanan: a design framework
ResearchArchivedUrban Design

a study on reconsidering voids from light industry locations.

Adriatiko
ArchivedStreetscape DesignSketchUp

experimenting placemaking theory on abandoned streetscapes.

Laguna Industrial Town Design
ArchivedUrban Design

allocating community spaces for unused plots via urban plan strategies.