A selection of production titles, self-directed engine work, and technical explorations across:
real-time physics simulation, GPU compute, and ML-assisted content pipelines.
Star Citizen · Cloud Imperium Games · Mar 2024 – Present
[StarEngine (4K)] [Play now]
Live-service multiplayer space simulation on StarEngine — a proprietary C++
engine with a 100+ engineer codebase.
I own real-time physics simulation subsystems spanning:
- Articulated rigid-body dynamics (ragdolls, spacecraft, ground vehicles)
- Softbody and cloth simulation with sleep/wake stability handling
- Rope, cable, and constraint systems (pulley, winch, distance)
- Multi-body vehicle dynamics on a shared constraint solver
- Physics Time-Slice Async — time-sliced async spawn/despawn architecture
eliminating frame spikes when hundreds of entities enter and leave a scene
(analogous to parallel environment reset in RL training rollouts)
- Physics Inspector — internal tooling for introspection and benchmarking
of physics edge cases
Squadron 42 · Cloud Imperium Games · Mar 2024 – Present
[Trailer: Hold the line] [Live GamePlay Reveal]
Cinematic single-player campaign on StarEngine. Focus areas:
- Physics performance optimization — diagnose and eliminate frame-time
regressions under heavy simulation load via Optick CPU/GPU profiling
- Deterministic physics systems for reproducing and fixing edge-case bugs
- SIMD vectorization (AVX/SSE) for performance-critical solver paths
- Multithreaded physics pipeline with lock-free data structures
- Solver-level debugging on softbody/cloth stability issues (warm-restart,
sleep/wake, AABB culling)
Regularly collaborate with art, animation, and graphics teams to keep physics
integration seamless while meeting AAA performance targets.
Fate Trigger · ByteDance Games · Oct 2022 – Dec 2023
Multiplayer online action title with production-grade AI-assisted content
tooling and real-time neural rendering. Contributions:
- Synthetic data pipeline — Houdini + Blender + Unreal PCG pipeline for reconstructing
Rendering/Physically Stable 3D Scenes
- ML Deformers deployment — neural-driven mesh deformation running in-engine
at frame budget alongside Nanite
- Generative AI content authoring tools — Stable Diffusion integration,
procedural texture generation, AI-assisted animation workflows
- Physics-aware mesh simplification plugin — patented method preserving both
visual fidelity and simulation accuracy across PC and mobile platforms
[Patent]
- Chaos vehicle system + Nanite integration; cross-platform performance tuning
Physics Engine · "The Rest of My Life"
Personal project · self-directed
A from-scratch rigid-body physics engine built as a lifelong learning project — a way to internalize the mechanics of constraint solvers, contact resolution, and articulated dynamics from first principles. Implemented incrementally:
- Linear Complementarity Problem (LCP) solver — Gauss-Seidel iteration
- Constraint framework with pluggable constraint class hierarchy
- Rigid-body distance constraints
- Ragdoll articulated dynamics with warm-starting
- Penetration constraint resolution
- Manifold generation and contact caching
- Motors, movers, and joint drives
Multiplayer Shooter — UE5 End-to-End Build
Self-directed · UE5 C++
A full-cycle UE5 multiplayer FPS built from empty project to shipped
package — a self-directed exercise in traversing the full engine stack:
- Custom C++ gameplay framework on UE5's actor/component model
- Client-server replication for weapons, movement, and damage
- Animation state machines for character locomotion and combat
- Physics-driven interactions and hit detection
- AI opponents with behavior trees
- Level design, lighting, and post-process authoring
- Full-cycle project shipping including packaging and finishing