Code Samples

Expanse

Expanse is a pipeline-agnostic GPU-instanced rendering system. It uses a modifier stack to procedurally place, cull, LOD & render hundreds of thousands of objects extremely efficiently. If you’re interested, I’ve written an in-depth article here.

I present this as sample code to demonstrate :

  • C# programming practices in a complex system.

  • Multi-threading using burst compiled jobs.

  • HLSL/Compute programming.

  • Tool development.

You can find it on GitHub here. Requires Unity 2022.2.0f1 or later.

Onwards

Onwards started out as a rapid prototype I built to demonstrate a game targeted at mobile & web. The goal was to build out an established game loop in less than 2 weeks.

Art was taken only far enough to meet the needs of design. The entire prototype was built using Unity’s 6 default sprite shapes composited in creative ways. I’m now in the process of building it out & taking it to a Steam, Andriod, IOS & Web release.

I present this as sample code to demonstrate :

  • C# programming practices within a set of interconnected systems (I used a hub-spoke model built on a scriptable object dataset here).

  • UI & 2D animation practices.

  • Rapid prototyping.

You can find an early version of it (2 weeks in) on GitHub here. Requires Unity 2022.2.2f1 or later.
You can play a more current demo version of it here.

Dynamic Decals

Dynamic Decals was a commercially available screen-space decal system built for the old built-in rendering pipeline. While nearly 5 years old, it’s an example of a tool I expanded on far enough for non-technical stakeholders to use, with detailed .pdf documentation, editor UI’s, icons & extra components like “printers“ & “modifiers“ to perform common functions without the need for users to code.

There’s also a forum thread detailing the development of the product over its lifetime, how I dealt with feature requests & bug reports, as well as my general interactions with customers.

You can find it here, hosted by an awesome member of the community.

Other Samples

Sons Of Ryke

Sons of Ryke is an experimental solo project I’m building in my spare time in Unity URP. It’s a semi-open-world game built around flying fantasy planes & airships. The player can race, defend the city, conquer small outposts or attempt to conquer the city for themselves. You can read more about it here.

I present this as a sample to demonstrate:

  • An arcady physics-based flight model.

  • AI that utilizes that flight model for both allies & enemies.

  • An extreme use-case for Expanse (Above).

  • Understanding of Unity & all of its systems.

While I’m uncomfortable making the code public, you can play it here on itch.io.

Arch-Viz PC

I was hired at RCad as a programmer & Tech-Artist. Early into my employment, I was promoted to team lead & took over responsibility for incoming projects. My time was split between programming, modeling, lighting, material work, teaching the artists, and cleaning up art assets.

As the financials became more of a concern other employees were unfortunately let go. The project available here I did as a solo project (Though some art assets were re-used from the previous projects).

As this was for a company I no longer work for I cannot share the source code. You can find a residential build stripped of client branding here (Hit “2” to enable ray-tracing).

Arch-Viz VR

Our work was primarily focused on selling our client’s vision, so visual fidelity was our priority. As a result, we approached Arch-Viz VR using HDRP & an entirely static, light-baked scene. We aimed for 45 fps with a render scale of 1.4 & used late-latching & ATW to cover the frames between. The result was a smooth, high-fidelity experience. As above, this was largely a solo project, though not all of the art assets are mine.

As this was for a company I no longer work for I cannot share the source code. You can find a tethered Oculus Quest build stripped of client branding here.