XR & Graphics
Unity AR/VR/XR/MR, ARCore, URP & HDRP, Oculus VR, Quest, Shaders, Shader Graph, HLSL, GLSL, Virtual Production
As a Unity AR Developer Intern, I contributed to making a brand new game mode for App Store’s Editor Choice game Tinybop Lab.
I ultilized ARCore and wrote supporting linear algebra & plane detection C# code to build an engaging racing game where player could build a race track in the hybrid reality embadding in the real world.
Virtual / Mixed / Augmented Reality
During my time at Transfr, I worked first as a Unity Engineer Intern and then returning as XR Developer Contractor.
I led the development of a 10-minutes career simulation on Quest and Pico, shipping in May 2025, and built 6 interaction templates in Unity C#, and maintained 10+ XR based APIs to support designers.
I contributed significantly on XR graphics R&D as well, leading projects in MSAA, particle effects, and animations.
As part of the Pico Developers Jam, I made a Mixed Reality city building game using passthrough features in Pico and Meta Quest in 72 hours.
The project was ranked #11 in the North America.
Virtual Production
Using Unreal Engine, I build a dessert scene and created a series of environment enimation to use as the background for a virtual production project. Before live action shooting, I also created mannequin character movements to simulate the actor’s performance for creating previz.
Shaders & Graphics
A collection of shaders I made, mostly in Unity with HLSL., partially with Shader Graph and Particle Effects.
Most of the graphics are 100% mathematically generated by code with no meshes/sprites.
A stylistic shader for our general 3D meshes graphics.
A stylistic shader based on editing normal and displacement mapping.
A stylistic shader for our general 3D meshes graphics.
Playing with distoring meshes and vertices with Perlin noise input.
Having fun with refraction, transparency, and twisting different mapping.
Playing with depth buffer for a water intersection effect.
Distoring meshes and vertices with different axis inputs.
Throw back to my first time learning HLSL making a sunset! Baby steps.
A fun collection of image effect: pixelate, chromatic, distortion, posterize, dither, blur, kernel, and variations.
A fun highlighting effect to enhancing UI.
A wave effect with calculated vertices and mesh distortion.
A stylistic shader for our general environment effects.
A fun rippling and raindrop effect.
A fun hoving ball effect using Ray Marching
A fun shading effect with combined polar UV and grid UV+ fun distortions.
A ever evolving gas meatball made with Signed Distance Field
A simple toon shader with optimized performance for our XR game.
A fun experiment with stencils and different lighting schemes.
Another fun magic box effect made by using stencil buffers.
A boarder outline effect with fluid color shifts for UI and characters.
A computer generated abstract clock with fun colors and animations.
A fun mix of screen space, UV space, and different changing lighting.