Birth
The day I was born.
July 18, 2007
The day I came into this world.
Step into my story
Primary engine for most of my portfolio projects. Experienced with 2D/3D pipelines, physics, lighting, and advanced scripting.
Familiar with UE5 for cinematic visuals and prototypes. Comfortable with Blueprints, materials, and real-time rendering.
Fluent in C# for gameplay systems, AI logic, editor tools, and clean modular code. Strong focus on scalability and commenting for collaboration.
Designed AI, dialogue, resource management, and modular level systems across solo and collaborative projects.
Focus area. Build spaces that convey narrative through design, atmosphere, and detail — from horror labs to folklore-inspired cabins.
Experienced in cinematic and real-time lighting setups. Use post-processing, tone, and atmosphere to shape player emotion.
Create modular, readable levels with attention to pacing, flow, and challenge. Blend mechanics with worldbuilding for immersive play.
Model environments, props, and characters with custom procedural materials. Skilled in optimization for real-time use in Unity/Unreal.
Implement dynamic audio cues and ambience that inform gameplay. Strong focus on using sound as a mechanic in horror projects.
Compose MIDI-based scores tailored to mood and gameplay rhythm. Blend haunting motifs, dynamic loops, and emotional weight.