Infinite Beach (2024)
Working on this project, I learnt to create post-process algorithms including dithered and outlined cell-shading, designed seamless procedural and deformable terrain, and created a small building system.
Learn more
In 2026, I was Technical Lead for this stealth Unreal Engine game, integrating procedural enviroments with custom pathfinding.
Full pageA fully destructible and buildable voxel engine inspired by that of Minecraft. Entirely written in C++, this project uses PCG in Unreal Engine to create cavernous subterranean worlds.
Check it outA high octane platformer with a unique mix of visual and destructible effects.
Check it outSelect older projects
Working on this project, I learnt to create post-process algorithms including dithered and outlined cell-shading, designed seamless procedural and deformable terrain, and created a small building system.
Learn moreKyube is a PCG experiment in creating abstract dungeons and representing a generated world on a procedural UMG map.
Learn more