
Aug 23, 2026
VFXPredator
Internal production platform with a TypeScript and Node.js Windows Service backend and Electron client, centralizing secure asset workflows, file transfers, role-based access, and auditable operations.
A closer look at products, platforms, and workflow systems I have built.

Aug 23, 2026
Internal production platform with a TypeScript and Node.js Windows Service backend and Electron client, centralizing secure asset workflows, file transfers, role-based access, and auditable operations.

Jul 8, 2026
Windows Forms utility that automates bulk sequence renaming so artists can fix naming conventions without manually editing every file.

Jul 8, 2026
Automated secure-drive mounting system that removed daily manual VeraCrypt setup and reduced admin intervention across artist workstations.

Jul 8, 2026
Production NestJS backend platform for auth, workstation orchestration, billing, and operations observability across cloud infrastructure.

Aug 7, 2026
Multiplayer party game in the style of elimination mini-game experiences, built with FishNet networking and Steam peer-to-peer transport while handling gameplay, art, and production constraints solo.

Jun 10, 2018
My first serious Unity game: an Angry Birds-style physics project built over a school year with 4 worlds, 72 levels, and family-inspired boss fights every 9 levels.

Jan 8, 2018
Holiday game jam endless runner built in Unity to learn rapid shipping, featuring three playable forms and a biome-door generation system with 52 rotating biome segments.