Projects

A curated list of my professional and open-source projects.

Ghost of Yotei
An open-world game for PS5 by Sucker Punch Productions, released in October 2025. I worked on it as a Graphics Programmer from 2022 to 2026.
Areas I worked on include the screen-space occlusion and global illumination implementations, improvements to water rendering for rivers, oceans and waterfalls, and the decal system.
I also built art tools for procedural tint for assets and particles, Maya tooling for the painting minigame and a High Contrast accessibility display.
I supported the Low Energy Mode and FSR/PSSR upscaling implementation on PS5 and PS5 Pro.
Official Site: PlayStation
openntc
A set of Neural Texture Compression tools written in C++20, CUDA and DirectX 12.
Compresses entire PBR material texture sets by 95%+ into small files that beat BCn quality at a fraction of the size.
Supports decoding at real-time framerates using Cooperative Vectors and DP4A in HLSL and efficient compression using a custom CUDA kernel implementation.
Includes a user-friendly GUI to compare compressed textures and a C++ library interface.
Article: Compressing textures by 95%+ with minimal loss of quality Source Code: GitHub
lexkit
A fast, multithreaded text layout library written in C.
Takes a font, UTF-8 text and a region on screen as input and outputs a list of quads ready to render with any graphics API.
Includes custom implementations of Unicode Bidirectional Text handling, Line Breaking, Text Segmentation and Hyphenation algorithms that outperform the ICU reference implementation.
Supports custom memory allocation schemes, lockless multithreading, and SIMD acceleration.
Articles: A trip through the text rendering pipeline, Optimizing text rendering Source Code: GitHub
Catalyst
A real-time rendering engine written in Vulkan and modern C++.
Supports physically-based rendering (PBR) materials, shadow mapping, image-based lighting, ambient occlusion, screen-space reflection, HDR/Tonemapping and more.
Includes user-friendly editor built on Qt to test engine features: importing models and textures, modifying material properties and positioning meshes, lights and other objects in a scene hierarchy.
Article: Catalyst Source Code: GitHub
Rally
Multithreaded game engine built on DirectX 12 and C/C++ that supports real-time raytracing.
Implements a variety of modern game engine systems from scratch: asset management system including asset exporters/importers, real-time raytracing, lockless multithreading, SIMD-accelerated math and more.
Includes custom tools, examples and unit tests.
Source Code: GitHub
Open source contributions
Made contributions to Godot, a large and widely used open-source game engine in areas including rendering systems, compute particles, and user-facing tools.
Work involved debugging rendering issues using frame debuggers and GPU profilers, working on a large codebase, and reviewing code changes.