Game and Shader Programmer
Exchange Student at Kanagawa Univ. (March – Aug 2026)
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FLOAT is a Mixed Reality serious game that gamifies medical data collection. Using only hand gestures, players interact with a fractured world to help the little Pookis, while the system records muscle movement, contributing to the development of AI-trained prosthetics.
All obstacles in the game inherit from a core class, exposing parameters that the Game Designer can adjust in the editor. Each obstacle is designed to handle multiple Pookis.
To create different types of obstacles in the game we decided to use Water. It had various requirements that needed to be met, like a form of interaction with the player.
We needed to place the Foliage as Instance Static Meshes and our Game Designer asked me if there is a way so he doesn't have to manipulate each mesh individually. So I build him a simple Editor Utility Widget.
MERCURY is the first controller-free VR mecha brawler. Players use physical movements to climb through a city and engage in fast-paced arena combat. The game relies entirely on hand tracking for both navigation and fighting.
Linetraces position the mecha hands directly on surfaces for consistent contact and clear player feedback
Sphere traces identify grab components and validate intent through hand-direction vs. surface-normal alignment
As we were looking at multiple ideas on the movement system, I created prototypes for each of them in Unity.
God of a Cult is a comedic point-and-click adventure. Players solve puzzles to help the protagonist become the next incarnation of the God of Time and find his missing sister. The game is fully voiced and includes translated text and a scalable save system.
To create levels as fast as possible, I developed a system that relies entirely on Data Tables. The game is fully voiced and breaks the fourth wall through dialogues, real-time clocks, and revealing that the player in front of the screen is the God of Time.
To help others, I recorded a 7+ hour series explaining how to build the required core systems in Unreal Engine 5. It can be viewed here.
Technical Methodology