Here's some of my work

FocalRig
Description
A user-friendly and performant procedural animation toolkit for Unreal Engine's Control Rig. Its self-configuring nodes make it easy to set up complex third-person and true-first-person rigs with minimal animations.
Duration
5 months (Nov 2025 — Mar 2026) to initial release
Features
  • Full-body procedural aim chain with leg adjustment and aim clamping
  • Weapon aiming with ADS, recoil, idle sway, and arm adjustment
  • First-person full-body avatar with head bob, landing dip, and world collision
  • Eye aiming & eye darts
  • Spray pattern editor with built-in weapon presets
  • Automatic quick setup across a wide range of skeletons
  • A full-body rig in under 100µs on a worker thread, faster than one FBIK node
What I used
Unreal Engine 5, C++, Control Rig
Website Fab page

Unannounced VR Title
Description
An unannounced VR action-adventure game for Meta Quest 3 / PSVR / PC VR in Unreal Engine 5.
Duration
14 months (Nov 2024 — Jan 2026)
What I did
  • HTN-based enemy AI: combat behaviors for land and flying enemies
  • Character animation tech: Animation Blueprints, Motion Matching, Motion Warping, procedural hit reactions in Control Rig
  • Streamlined enemy encounter workflows for designers, programmers, animators, and audio to minimize bottleneck
What I used
Unreal Engine 5, C++, Blueprints, HTN, Motion Matching, Control Rig

Metro Awakening
Description
An award-winning AAA VR stealth-action shooter in the Metro 2033 universe.
Steam Awards 2024 – Winner – VR Game of the Year
The Game Awards 2024 – Nominee – Best VR / AR
Duration
3 years (Sep 2021 — Nov 2024)
What I did
  • Sole AI programmer from project start through shipping
  • Built the AI stack: perception, cover, combat coordination, enemy behaviors, and supporting AI infrastructure
  • Introduced Functional Testing to improve bug-fixing speed and reliability
  • Supported and mentored multidisciplinary team members building AI encounters
What I used
Unreal Engine 4/5, C++, Blueprints, HTN, EQS
Website

HTN editor screenshot
Hierarchical Task Networks Planning AI
Description
A plugin for HTN (Hierarchical Task Networks) Planning AI in Unreal Engine as an alternative to the built-in Behavior Tree functionality. The plugin later became the backbone of enemy AI in Metro Awakening.
Duration
6 months to initial release
Features
  • Node-based HTN graph editor
  • Seamlessly using blackboard data as worldstate
  • Ability to make custom nodes in both C++ and Blueprints
  • Parallel planning
  • Any-order planning
  • Integration with the Visual Logger
  • Integration with the Environment Query System
  • Realtime debugging features
What I used
Unreal Engine 4/5, C++, Blueprints
Website Fab page

Spacewave
Description
A VR Experience where players learn the principles of radar by shooting and catching waves. Each caught wave paints a part of an alien cave with colored dots.
Duration
8 weeks
What I did
  • Core gameplay
  • High-performance multithreaded wave spawning and dot casting
  • Gun & Radar effects
  • Swarming fireflies
What I used
Unity, C#, VRTK
Video GitHub

Sealed screenshot
Sealed
Description
A puzzle game made in a custom C++ game engine. The player may give up arrow keys to create panels and use them to solve puzzles.
Duration
4 weeks
What I did
  • Engine (see below)
  • Resolution-independent UI system
  • Level design & export tools for Unity
  • Tweening
What I used
C++, C#, OpenGL, GLSL, Lua, Lua C API, Assimp, Unity
More info GitHub

Engine rendering showcase
C++ Game Engine
Description
An Entity-Component-System C++ game engine with OpenGL rendering and Lua scripting support.
Duration
5 months
Highlights
  • Cache-efficient Entity-Component-System architecture
  • Physically-Based Rendering (PBR)
  • Soft shadows
  • Draw call batching
  • Versatile resource-management system
  • Lua scripting support
What I used
C++, OpenGL, GLSL, Lua, Lua C API, Assimp
More info GitHub