Unity
I've been working with Unity for about 7 years now. It's where I do most of my game dev and tooling work—both personal experiments and professional projects. I like digging into all corners of it: gameplay systems, editor tools, shaders, you name it.
Here are a few examples of things I've built over the years.
Character Expression Manager
A framework for handling character facial expressions and blendshapes in a clean, organized way.
Editor Extension Tools
I build a lot of custom editor tools—some for workflow, some for organization. This one's a simple to-do list that lives right in the Unity editor.
Custom Physics Bone System
Most physics bone solutions out there have messy, overcomplicated editor UIs. Setting up colliders is a pain—you fight the interface just to get them positioned right. I got frustrated with that, so I built my own system from scratch.
Mine has every shortcut and quality-of-life feature I could think of baked in. More importantly, it integrates smoothly with Unity's native colliders—placing and sizing them exactly where you want is actually easy. That's something even the well-known alternatives struggle with.
Custom HLSL Shaders
I also write custom HLSL shaders when a project needs a specific visual effect or solution that off-the-shelf options can't handle. (Demo video coming soon)
Need something built in Unity?
Editor tools, gameplay systems, shaders, character setups—if you have a specific need, I can probably help.
Let's talkUnreal Engine
Unreal isn't my main engine, but I can create fully customized characters for it—rigged, animated, and ready to use. If you need character work done for an Unreal project, I'm available for commissions.
Here are a couple of character demos:
Need a character for Unreal?
Custom characters, fully rigged and ready for your project. Get in touch.
Reach out