At EventsArena, I built the company's operating platform for booking intake, seat allocation, pricing, and ticket logistics. It includes a Claude agent with 65 tools, built with FastAPI and PostgreSQL.
At HYPERDRYFT, I developed a live-visuals engine where node graphs compile to multipass WGSL on WebGPU and react to audio. The Rust/wgpu desktop and web product includes more than 300 nodes and an AI copilot that writes shaders.
At NexusStudios, I built a real-time GI system using SDF for VR that achieved 90 FPS on Quest 2 with more than 20 lights. I reduced baking time from 45 minutes to 3 minutes.
Across graphics roles at Little RedDogGames, 22cans, Scapin' /The Sandbox, and Ubisoft, I worked on compute-shader VFX, material libraries, lighting, and console shaders. My portfolio features interactive demos and shader breakdowns.

