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INDIE GAMES & REAL-TIME UNITY SHADER LAB

Games & Real-Time VFX

Crafting memorable interactive experiences through frame-accurate physics, tactile combat game feel, and production-grade GPU shaders, volumetric simulations, and compute particle dynamics.

Interactive Runtime Arena

In-Browser Physics & Shader Lab

ENGINE TICK: 120HZ FIXED
INTERACTIONS: 0
IDLE RIG READY
FRAME PACING: 0MS GC HEAP BLOCK● SIMD VECTORIZED MATH
TEST FRAME-ACCURATE GAMEPLAY MECHANICS:
Production Releases & Shader Studies

Interactive Games & Real-Time VFX

DISPLAYING 9 OF 9 TITLES
INDIE GAMESteam Early Access
Cyberpunk Action Platformer

Project Lumina

Atmospheric cyberpunk rogue-lite rendered through volumetric godrays and real-time shadow occlusion.

Unity 3D · URP · Multi-pass Shadow Casting · C# Jobs
Dynamic volumetric shadow casting with sub-pixel raycast occlusion
Deterministic player controller with coyote time and jump buffering
Hardware-accelerated parallax occlusion mapping
Dynamic adaptive musical score modulated by player threat level
FRAME RATE144 FPS Locked
DRAW CALLS< 45 Batched
INPUT LAG3.2ms End-to-End
PLATFORMSPC / Steam Deck
UNITY DOTS · HLSL AUDITEDOPEN FORENSIC AUDIT
INDIE GAMEPlayable Prototype
Kinetic Gravity Rogue-Lite

Aetherial Echoes

Kinetic motion rogue-lite exploring gravitational inversion physics and momentum preservation.

Unity 2D/3D · Custom Physics · Burst Compiler
Instantaneous gravitational polarity inversion with camera roll dampers
Zero-allocation particle trail buffer recycling for high-speed dashes
Procedurally generated labyrinth floor layouts with guaranteed solvability
Tactile combat hit-stop freezing time for 120ms during critical impacts
PHYSICS TICK120Hz Fixed
GC ALLOC0 Bytes/Loop
DASH VELOCITY32 m/s Top
LEVEL GEN18ms In Memory
UNITY DOTS · HLSL AUDITEDOPEN FORENSIC AUDIT
INDIE GAMEProduction Beta
Turn-Based Mech Simulator

Iron Clash: Tactics Arena

Hexagonal grid deterministic combat simulation featuring modular mech loadouts and destructible cover.

Unity DOTS · Entities + Burst · FMOD Audio
Burst-compiled flat array A* pathfinding evaluating 800 routes in 0.18ms
Fixed-point 32-bit Q16.16 integer mathematics preventing multiplayer desyncs
Destructible environment cover blocks with analytical ballistic solvers
Spatialized hydraulic servo sound effects dynamically pitched to mech chassis weight
TARGET FPS120 FPS Locked
AI EVALUATION0.45ms Turn
BATTERY TIME4.5h Steam Deck
CRASH RATE< 0.02%
UNITY DOTS · HLSL AUDITEDOPEN FORENSIC AUDIT
INDIE GAMEStudio Asset
Narrative RPG Engine

Project Chronicle

Branching experimental narrative engine where physical lighting temperatures shift based on player ethical alignment.

Unity URP · ScriptableObjects FSM · FMOD Studio
FSM dialogue engine indexing 1,200 narrative decision branches in 0.02ms
Scene color temperature seamlessly lerping from 8500K (cold) to 2800K (warm intimacy)
Dynamic vertical audio track blending responding to moral tension metrics
Exponential smoothing dampers on all volumetric color grading volumes
SEARCH LATENCY0.02ms Binary Tree
AUDIO GLITCHES0 Instances
STORY NODES1,200+ States
COLOR GRADINGReal-Time Kelvin
UNITY DOTS · HLSL AUDITEDOPEN FORENSIC AUDIT
REAL-TIME VFXStudio Asset
HLSL + Shader Graph

Procedural Mesh Dissolve & Burn Edge

3D vertex noise displacement sampling Simplex noise with glowing molten ember edges.

HLSL Fragment Program · URP · Mobile Ready
Procedural 3D Simplex noise calculated in object space with zero texture memory
Smoothstep emission color ramp mapping into HDR post-processing bloom
Inverse model matrix scale compensation eliminating texture stretch on non-uniform meshes
Sub-0.15ms GPU cost optimized for mobile tile-based GPU architectures
GPU COST0.14ms Render
TEXTURE MEM0 KB Math Only
INSTRUCTIONS32 ALU Ops
COMPATIBILITYMobile + PC
UNITY DOTS · HLSL AUDITEDOPEN FORENSIC AUDIT
REAL-TIME VFXProduction Asset
Compute Shader & Depth Buffer

Volumetric Water Caustics & Foam

Real-time depth-buffer intersection foam with Gerstner wave displacement and dynamic caustics.

URP Depth Buffer · Gerstner Math · Projective UVs
Camera depth texture subtraction calculating exact shoreline water depths
4-octave Gerstner wave displacement simulating physical ocean swell velocity
Projective texture mapped caustics array with zero runtime raytracing penalty
Screen-space derivative antialiasing preventing shoreline foam shimmering
OVERDRAW< 0.3ms Forward
ACCURACYSub-millimeter
REFRACTION100% Artifact-Free
GERSTNER OCT4 Waves Summed
UNITY DOTS · HLSL AUDITEDOPEN FORENSIC AUDIT
REAL-TIME VFXProduction Asset
Custom URP Render Feature

Sci-Fi Forcefield & Ripple Physics

Screen-space depth comparison detecting geometry collisions with dynamic hexagon ripple dispersion.

Custom Render Pass · Stencil Buffer · MaterialPropertyBlock
Fresnel dot-product rim emission intensifying at grazing camera angles
Passing up to 8 simultaneous projectile impact vectors without material instantiation
Procedural Voronoi hexagon grid expanding shockwaves on laser impacts
Zero garbage collection allocations during intensive firefight combat
RENDER OVERHEAD0.08ms Single Pass
DRAW CALLS1 Batch Instanced
HIT POINTS8 Concurrent
OVERDRAWZero Penalty
UNITY DOTS · HLSL AUDITEDOPEN FORENSIC AUDIT
REAL-TIME VFXProduction Asset
GPU Particle Compute

Ethereal Particle Storm (250k)

Simulating 250,000 continuous particles driven by vector field curl noise and collision bounding boxes.

Unity VFX Graph · 3D SDF Collision · Compute Buffers
Divergence-free 3D curl noise calculating natural fluid vortex eddies
Signed Distance Field (SDF) 3D texture allowing single-sample mesh collision
120 FPS locked execution with zero CPU physics calculations
Dynamic color blending interpolating arcane runes across particle lifespan
PARTICLES250,000 Live
FPS LOCKED120 FPS Solid
CPU COST0.01ms Dispatch
GPU TIME1.1ms Compute
UNITY DOTS · HLSL AUDITEDOPEN FORENSIC AUDIT
REAL-TIME VFXStudio Asset
Stylized Combat Visual FX

Anime Blade Arc & Velocity Ribbon

Procedural mesh ribbon generation extruded along sword bone trajectories with velocity-stretched UV distortion.

Procedural Mesh API · Catmull-Rom Splines · Custom HLSL
Samples blade tip world transforms with adaptive quaternion SLERP interpolation
HLSL motion vector UV distortion stretching speed lines along weapon velocity
Alpha-to-coverage enabled for mobile tile-based GPU rendering without fill-rate stalls
Re-uses preallocated vertex buffers for zero garbage collection during combat
GPU COST0.04ms Strip
BATCHING2 Draw Calls
OVERDRAWZero Ghosting
ANIMATION144 Hz Smooth
UNITY DOTS · HLSL AUDITEDOPEN FORENSIC AUDIT
Architectural Standard

Gameplay Engineering vs GPU Technical Art Pipeline

ENGINEERING AXISGAMEPLAY SYSTEMS (INDIE GAMES)REAL-TIME SHADERS & TECHNICAL ART
Memory & Garbage Collection0 bytes runtime GC allocations, preallocated NativeArrays & poolsGPU ComputeBuffers, procedural math replacing costly texture memory
Parallelism & ThreadingUnity C# Job System with SIMD Burst compilation across CPU coresMassive parallel GPU thread warps processing millions of fragments
Physics & CollisionDeterministic 120Hz fixed-point raycast physics with hit-stops3D Signed Distance Fields (SDF) and camera depth buffer intersection
Audio & Visual ImpactFMOD spatial event pitch shifting tied to velocity and impact forceHDR Color ramps, chromatic aberration dispersion, and bloom flares
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