Project Lumina
Atmospheric cyberpunk rogue-lite rendered through volumetric godrays and real-time shadow occlusion.
Crafting memorable interactive experiences through frame-accurate physics, tactile combat game feel, and production-grade GPU shaders, volumetric simulations, and compute particle dynamics.
Atmospheric cyberpunk rogue-lite rendered through volumetric godrays and real-time shadow occlusion.
Kinetic motion rogue-lite exploring gravitational inversion physics and momentum preservation.
Hexagonal grid deterministic combat simulation featuring modular mech loadouts and destructible cover.
Branching experimental narrative engine where physical lighting temperatures shift based on player ethical alignment.
3D vertex noise displacement sampling Simplex noise with glowing molten ember edges.
Real-time depth-buffer intersection foam with Gerstner wave displacement and dynamic caustics.
Screen-space depth comparison detecting geometry collisions with dynamic hexagon ripple dispersion.
Simulating 250,000 continuous particles driven by vector field curl noise and collision bounding boxes.
Procedural mesh ribbon generation extruded along sword bone trajectories with velocity-stretched UV distortion.
| ENGINEERING AXIS | GAMEPLAY SYSTEMS (INDIE GAMES) | REAL-TIME SHADERS & TECHNICAL ART |
|---|---|---|
| Memory & Garbage Collection | 0 bytes runtime GC allocations, preallocated NativeArrays & pools | GPU ComputeBuffers, procedural math replacing costly texture memory |
| Parallelism & Threading | Unity C# Job System with SIMD Burst compilation across CPU cores | Massive parallel GPU thread warps processing millions of fragments |
| Physics & Collision | Deterministic 120Hz fixed-point raycast physics with hit-stops | 3D Signed Distance Fields (SDF) and camera depth buffer intersection |
| Audio & Visual Impact | FMOD spatial event pitch shifting tied to velocity and impact force | HDR Color ramps, chromatic aberration dispersion, and bloom flares |
Calculate milestone timelines and budget for game mechanics and custom Unity shaders.