AI Game Production Helper
I built a tool for breaking down large tasks until they’re ready to be worked on. When I’m working solo, I wanna make it easy to task stuff out for myself. This demo uses a bank of questions I always ask when spec’ing out a task and the AI does a pretty nice job here.
I also threw in some code generation that’s just RAG’ing the local codbase + docs for the engine in use. It’s nicer than using the web interface for an LLM but not as good as off-the-shelf tools like Codium.
Technology Used:
React Native, Redux, Typescript
Python, Flask-RESTful
Anthropic AI API
Playing around with bending some rays based on (exagerated) gravity of objects. This was part of a look-dev process for a game that was aiming for a highly-stylized look - think “Into the Spiderverse” in space.
Technology Used:
Unity (1% C#, 99% HLSL)
SDF, Raymarching
Gravitational Lensing Phenomena
Houdini Tool - Detect Circular Mesh
A friend had a project with a large kitbash library. Marking out the attachments for each mesh was tedious, so I built an HDA to detect circular meshes by recursively walking the mesh topology.
The one undetected circle on the bottom of this example was masked out manually, it was the “main” attachment point to the vehicle.
Technology Used:
Houdini
Vex, Half-Edge