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      <image:caption>For a retro horror game prototype, I worked on a custom character controller, prop interactions, a "director" that could use metrics like time, position, and progress to trigger dialog or scary events</image:caption>
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      <image:caption>A homemade retro ("PSX inspired") shader meant for a short horror game poking fun at horror game tropes.</image:caption>
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      <image:caption>Scrap Showdown - a prototype I advised on, collaborating with others from Alpha Dog Games</image:caption>
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      <image:caption>A winter survival game with a custom 2D kinematic character controller, day-night and dynamic weather systems, and a robust per-scene saving system for making permanent changes to the environment - tried making my own pixel art for it too!</image:caption>
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      <image:caption>Arcade-inspired flight controller with a test environment, which I eventually plan to turn into a multiplayer aerial battler - done in Unity</image:caption>
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      <image:caption>Underwater physics, synchronized inventory and player health, and a custom depth-based fog effect</image:caption>
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      <image:caption>The Well is a multiplayer survival game in Unity, inspired by Lethal Company and Subnautica, using FishNet (no pun intended)</image:caption>
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      <image:caption>An early prototype of The Well with custom on-land and in-water character controllers, using triggers to transition to swim states (cube rubber duckies just for fun)</image:caption>
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      <image:caption>Combining previous toon shader with stylized water for a beach scene in an unfinished prototype, in Unity</image:caption>
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      <image:title>Side Projects</image:title>
      <image:caption>A highly customizable toon shader in Unity inspired by Breath of the Wild's visuals, meant for an Animal Crossing style prototype</image:caption>
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      <image:caption>Custom renderer feature for a custom quantization and dithering post processing effect in Unity URP, to achieve a "retro" style</image:caption>
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      <image:caption>Minecraft-inspired prototype in Unity using Perlin-like noise-based terrain generation, chunk meshing, and custom texture atlasing - very performant at large world sizes</image:caption>
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