Rendering
glTF 2.0 assets, metallic-roughness PBR, HDR rendering, and image-based lighting.
Simulation / Graphics / Tools / Immersive Systems
Real-Time Simulation & Graphics Engineer
I build real-time applications with C++ and C#, spanning rendering, developer tools, and interactive training. My work focuses on performance, maintainable systems, and practical development workflows.
Featured project
Independent project · In active development
A modern C++ real-time engine and editor, being developed toward interactive mechanical simulation. Its current foundation combines glTF asset loading, physically based rendering, scene-editing tools, and fixed-timestep scheduling.
Explore the Source
glTF 2.0 assets, metallic-roughness PBR, HDR rendering, and image-based lighting.
Scene hierarchy, object and light selection, transform gizmos, and undo/redo.
Fixed-timestep scheduling with bounded catch-up and automated tests for core and editor behavior.
Selected experience
Unity · C# · VR Training · Networking
Developed interactive Navy training applications, networked VR equipment interactions, and reusable systems shared across projects.
Prototyped a compute-shader rope simulation to explore improvements to runtime performance and rope behavior.
C++ · OpenGL · GPU Compute · Authoring Tools
Developed a GPU particle simulation system and a standalone node-based editor for authoring visual effects.
Collaborated with artists and engineers on content workflows and investigated defects across real-time rendering systems.
Contract & freelance
Focused engineering support for interactive applications and development teams.
Unity-based interactive prototypes, equipment interactions, and VR training workflows.
Graphics debugging, shader development, and profiling to identify bottlenecks and guide improvements.
Editor tools and authoring utilities that help teams build, debug, and iterate more effectively.
About me
I'm a software engineer focused on the systems behind interactive experiences. My professional background spans C++ graphics technology, developer tools, and Unity-based Navy training applications.
I'm currently developing ForgeSim to explore real-time engine architecture, rendering, and editor tooling. I enjoy solving technical problems and building practical tools that make complex systems easier to work with.
Computer Game Development · DePaul University
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