Deep-dives on the
technical decisions behind my work.
Engine systems, security pipelines, audio synthesis, game design reviews, incident investigations. Some technical posts are detailed enough that I could rebuild the project from them, and that's the point!
Audio as a gameplay pillar: why Ashlight runs on FMOD instead of Unity's AudioSource
Ashlight's audio isn't decoration, it's a core gameplay pillar that has to deliver frame-aligned legendary telegraphs, an AI hearing system that reads player footsteps, and a Lucidity scheduler that fires phantom cues without ever lying to the player during real combat. Here's the middleware decision, the 10-RTPC contract that binds Unity to FMOD, and why the most interesting audio code in the game lives outside our codebase.
Building a real-time Saturn ephemeris in React Three Fiber
How I rebuilt a Wallpaper Engine's Saturn simulation as the hero element of a portfolio site: Keplerian propagator for the moons, procedural ring shader, and ~5000 ring particles.
Ashlight: building a horror engine layer on top of Unity
The systems work behind Ashlight: a custom render feature stack, dynamic dread budget, and the editor tooling that made it possible to ship without burning the team out.