Tech Projects
Tech Art
Rendering
Customize Shader
[OpenGL, C++]
An OpenGL project featuring custom shaders and geometry rendering. Built a cube using vertex buffers and implemented shaders for Blinn-Phong lighting, matcap effects, iridescence, and deformation.

Tools
Particle Systems
[Unity, C++]
Developed a particle system using C++ and OpenGL to simulate dynamic effects, including basic particle dynamics, noise-based procedural fireworks, and collisions with realistic bounce physics.

Maya L - system Plugin
[Maya, C++, MEL]
A custom Maya plugin built with the Maya API, designed for dynamic L-System modeling to create procedural geometry like plants and fractals. It includes a MEL-based GUI and a custom node for real-time geometry updates.

Behavioral Anmation
[Unity, C++]
Developed a behavioral animation system using a combination of individual and group behaviors for autonomous agents. Implemented key features like seeking, fleeing, wandering, obstacle avoidance, and flocking.

Houdini L - system Plugin
[Houdini, C++, MEL]
Custom Houdini plugin built with the HDK in C++, extending L-System modeling for procedural structures like trees and vines. Features dynamic updates and enhanced controls for flexible geometry generation.

Games
Back to Blue
[AR, Unity, Hand Tracking]
Back to Blue is a gravity-based navigation game that explores hybrid interaction design, which combines traditional keyboard controls with hand-tracking gestures. Players tilt a 3D maze to guide a Bubble Fish toward safety while managing gravity, friction, and environmental hazards
Santa Claus Adventure
[Swift]
Worked on a team of three to create a game to control two Santa cars, avoid obstacles, and collect dropped gifts while delivering presents. Featuring customizable difficulty, vibrant visuals, engaging sound effects, and a holiday-inspired design.

Research
“Bee and I Need Diversity!” — ACM IDC 2024
[Unity, C#, AR, Educational Game Design]
Collaborated on the development of BeeTrap, an AR learning experience that helps children understand and break algorithmic filter bubbles through embodied interaction.
I contributed to Unity prototyping and interaction design, integrating physical gesture metaphors and game mechanics to connect AI concepts with intuitive, playful learning.


















