Ray Tracer

For this project I created a ray tracer in Unity for both primitive shapes and custom 3D-models. The goal of this project was to improve my skills and knowledge of shaders as well as code optimizations.

View on GitHub Unity C# HLSL
Bunny 3D-model in a ray traced scene

Procedural Planets

The focus of this project was to learn about compute shaders by creating procedurally planets. The project features a simulation of a solar system with completely procedurally generated planets using the marching cubes algorithm.

View on GitHub Unity C# HLSL Compute Shaders Procedural Generation

The Scorch

In this group project me and 4 classmates created a prototype for a open-world game focused on exploration in 3 weeks. In the game the player uses a boat to sail over the desert sand in search of adventure. The player encounters many enemies while trying to find out what happened to the world.

View on GitHub Unity C# Gameplay Systems Group Project

Unreal Engine Factory Builder (W.I.P.)

During my minor skilled at Saxion I am creating factory building game prototype in Unreal Engine. The focus of the minor and project was to get to know Unreal Engine over the course of one semester. As the minor is still going on at this point this project is still very much work in progress.

View on GitHub Unreal Engine C++ Gameplay Systems

Volumetric Rendering (W.I.P.)

For the school assignment for Advanced Rendering I chose to implement volumetric lighting in the custom engine supplied by Saxion. The goal of the project is to implement the feature and analyze the performance based on changeable parameters.

View on GitHub C++ OpenGL GLSL Ray Marching