Code, tools and the way I work: C++ and Unreal Engine at the day job, plus the Swift, tests and side projects that grew out of it.
Posts
A live shader and audio demo you can play with in your browser: five walls, six stages each, the game's ambience, and how a working tool became a public page.
Procedural rendering and audio as a function of strategy: how every pixel and every sound in BLOOM comes from the game state, how it fits a handheld GPU, and how the same thinking shaped the balance.
I set out to build a tool that catches "clickability" bugs in a UI. I ended up with a game on iOS, Android and a Nintendo Switch devkit, and a story worth telling.
How I built a Mechanical Test Mode for my game, where the real game plays thousands of games on its own while a small localhost server picks the choices and checks every step against the data.
Why I like descriptive names and honest comments, why generic variable names can collide with Unreal Engine, and what AI-written code can teach us about both.
How I decide between Unreal's Gameplay Ability System and a custom ability system: what GAS is underneath, where it hurts, and the people risk nobody puts in the estimate.