Case Studies
How it was built • What I owned • What improved

Minecraft-style Runtime Mesh

Runtime mesh generation + updates • performance-first systems showcase

Role
Solo / Lead Engineer
Tech
Unity • C# • Mesh API

Problem

Build a voxel-like world where terrain updates at runtime, while keeping frame-time stable.

What I built

  • Chunk-based mesh generation/update pipeline.
  • Data structures for block edits and rebuild scheduling.
  • Debug tools to validate normals/triangles and catch mesh artifacts.

Optimization focus

  • Reduced unnecessary rebuild work and avoided full-world refresh.
  • Kept updates localized per chunk for predictable performance.

What this proves

  • Systems design + runtime performance thinking.
  • Debugging and correctness for low-level geometry code.

VR KatVR Demo (SIUE Lab)

VR interaction reliability • performance targets • polished demo flow

Role
Engineer (VR gameplay + systems)
Tech
Unity • XR Interaction • Quest constraints

Goal

A stable VR demo for a lab environment: repeatable sessions, consistent interactions, smooth frame-time.

My contributions

  • Implemented interaction flow and VR gameplay loop.
  • Fixed edge cases causing inconsistent grabs/uses/UI prompts.
  • Profiler-driven improvements to keep performance stable.

Result

  • Smoother runtime and fewer “demo-only” failures.
  • More maintainable modules for future lab demos.

What this proves

  • Shipping mindset: stability, repeatability, constraints.
  • VR interaction craftsmanship + debugging.

SIUE Push Back (Local Co-op)

Local multiplayer • controller input • gameplay loop and game feel

Role
Engineer (gameplay + input)
Tech
Unity • C# • Input system

Core loop

Local multiplayer arena-style “push back” gameplay with controller support and clear win conditions.

My contributions

  • Implemented player controls and input handling for multiple controllers.
  • Built gameplay interactions, knockback and arena rules.
  • Focused on responsiveness and game-feel iteration.

What this proves

  • Practical gameplay engineering + iteration.
  • Input + local multiplayer fundamentals.