At a glance…
Auto mesh generation. I programmed this tool for designers to easily create vines and branches in a lush forest area. I’m very interested in procedural content generation and would love to work on more projects like this.
I’ve done extensive experimenting with real-time volumetric rendering (smoke, clouds, etc). Used raymarching, resolution cascades and temporal jittering/averaging (I think I was the first person to try temporal averaging, not sure). The effect looks expensive, but the fps is pretty good!
Cute ninja girl I modeled for a personal project. Planned microtransactions for skins and stuff.