Selected work
Projects are the strongest evidence of how I think and build. Some are complete case studies; others are focused technical implementations.
Arcane Isle
An isometric action roguelike where runes shape both your build and the world of your next expedition.
View case study ↗02 / 2024—2025Bachelor thesisInfinite Procedural World
An infinite world generated at runtime in Unreal Engine 5.5 — from multithreaded C++ terrain to biome-aware PCG environments.
View case study ↗03 / 2026Computer graphics projectSAH k-d Tree Ray Tracer
A CPU ray tracer with an SAH-optimized k-d tree and an adaptive bucketing strategy for fast construction.
View case study ↗04 / 2025University team projectCollaboration Network Visualization
An interactive desktop application for exploring scientific co-authorship networks — from the global graph to one selected researcher.
View case study ↗05 / 2025Rendering pipeline · Semester projectRendering Pipeline & Ray Tracing
A compact renderer developed in stages — from drawing primitives to a simple CPU ray tracer.
View case study ↗06 / 2024Rendering pipeline · Graphics projectOpenGL Shader Experiments
An earlier graphics project exploring programmable OpenGL shading and the GPU rendering path.
View case study ↗Built under pressure
Short team projects created within strict time limits. Game jams are where rapid prototyping, scope decisions and cross-discipline collaboration become immediately visible.
Just a Favour
A short puzzle game about watering a friend’s plants — and everything that can go wrong.
Heir Loss
A mystery visual novel about finding the hairless heir behind a multimillion-dollar typo.
DRAG ME DOWN
A platformer where performance-enhancing substances make the hero stronger now, but weaker over time.