Rendering
Built around a 2.5D raycasting approach with field-of-view handling and depth-aware rendering systems.
PROJECTS
These projects reflect the areas I care most about: game systems, real-time rendering, artificial intelligence, engine programming, and solving difficult technical problems.
CURRENT PROJECT · WORK IN PROGRESS
IN DEVELOPMENT
A simulation project focused on recreating real-world audiovisual systems and event-production workflows in Unreal Engine 5.
The project explores interactive AV equipment, signal flow, system configuration, troubleshooting, and event setup within a simulated environment.
Current focus: Building the core interaction systems, equipment behaviour, and simulation framework.
Note: The image above is an AI-generated mockup intended to represent the project direction only. The AV Systems Simulator is still in very early development, so the final product may look significantly different.
CAPSTONE PROJECT
Raycast Rebellion was a capstone project created at Humber College. The game used a custom 2.5D raycasting renderer inspired by classic first-person shooters.
My work covered visual systems, level-system foundations, AI behaviours, navigation, gameplay logic, and the technical structure required to support the project.
Built around a 2.5D raycasting approach with field-of-view handling and depth-aware rendering systems.
Implemented behaviours including pathfinding, seek, flee, pursuit, patrol logic, sensory detection, and state transitions.
Worked on player interaction, pickups, controller support, runtime logic, and the systems that connected gameplay to the engine.
MORE TO COME