Selected Projects
Mixel — From HaxeFlixel Port to 2D/3D Game Framework
A 2D/3D game framework written in Odin that started as a HaxeFlixel port and grew into a full engine with PBR rendering, hot-reload tooling, glTF support, and an ImGui editor.
Mixture — iPad Node-Based Compositor & 3D Motion Graphics
A node-based image compositing and 3D motion graphics application for iPad, built from scratch in Swift and Metal. Features a custom node graph engine, GPU-accelerated PBR rendering, Apple Pencil interaction, and an ACES color pipeline.
Kiln & Spark — A C GUI Framework and Flash-Style Animation Tool
A Flash-inspired 2D animation application and retained-mode GUI framework written in C. Built to explore the architecture of professional creative tools, including custom UI systems, vector graphics, GPU rendering, animation timelines, and pressure-sensitive drawing workflows.
OhCAD — Parametric CAD Kernel in Odin
A parametric CAD system built from scratch using OpenCASCADE and SolveSpace. Created to explore constraint solving, geometric modeling, boolean operations, and the architecture of modern engineering software.

MIX — A Programming Language Built with AI, From Zero Compiler Experience
A programming language and compiler built as an experiment in AI-assisted software development. Features indentation-sensitive syntax, generics, concurrency, C interop, LLVM and C backends, and a built-in LSP.

VFX Houdini Reel
A showcase of professional visual effects and technical art work across film, television, and interactive media. Developed through years of production experience working with real-time graphics, procedural workflows, content pipelines, and artist-facing tools.
Moss — A Lightweight 2D/3D Game Framework in C
A cross-platform 2D/3D game framework in C17 with GPU-accelerated rendering, Flixel-inspired object system, Box2D physics, and a software audio mixer — all in a single-header include.
About
I’m a Software Engineer focused on graphics, creative tools, and developer productivity. Most recently, I work as a Technical Artist at Meta Reality Labs, where I have built production tools, workflow automation systems, and AI-assisted validation pipelines supporting content creation workflows.
My background in visual effects, animation, and technical art gives me a unique perspective on the software used by artists and creators. Today, I build graphics applications, creative tools, frameworks, and developer-focused software that help people create and iterate more effectively.
Technical Skills #
Python, C, Odin, Swift, C++, TypeScript, OpenUSD, Houdini, Maya, Nuke, Blender.
Areas: Graphics Programming, Tool Development, Simulation, Application Development, Pipeline Engineering, Software Architecture.
Contact
Looking forward to our next collaboration.
