About

"Jack of all trades, master of none. But better than master of one."

Who I Am

Indie game developer, technical artist, and framework designer with a focus on building reusable systems for Unity. I've spent years across 3D/2D art production, programming, scripting, and tooling — plus 5 years as a front-end web developer. I started with RPGMaker 2003 back in high school as a hobbyist, contributed to the Dota 2 Workshop as a 3D enthusiast, and slowly transitioned into full-scale game development.

Today, I focus on building frameworks, tools, and asset pipelines for Unity — creating systems that help other developers ship faster and iterate smarter.

Skills

  • Design and implement complete RPG systems from scratch — attributes, stats, combat, progression, leveling
  • Build reusable frameworks that solve common game development problems across multiple projects
  • Architect systems that are maintainable, extensible, and easy for other developers to work with
  • Write clean, documented code that eliminates technical debt instead of creating it
  • Debug complex systems quickly and identify performance bottlenecks
  • Take a game concept from prototype to production-ready implementation
  • Extensive Blender expertise across the full 3D pipeline — modeling, rigging, texturing, shading, animation, and rendering
  • Create game-ready characters and props — full modeling, UV unwrapping, rigging, weight painting, and animation
  • Master multiple art styles: stylized hand-painted, retro low-poly, and high-fidelity photorealistic workflows
  • Build procedural shader networks and materials from scratch for both visual impact and performance
  • Produce cinematic-quality renders with advanced lighting, composition, and post-processing
  • Optimize 3D assets for real-time engines — poly reduction, LODs, texture atlasing, efficient topology
  • Texture painting and PBR workflows in Substance Painter for AAA-quality surface detail
  • Rapid iteration from concept to final asset, adapting to any visual direction or technical constraint
  • Game Development: Unity (C# scripting, editor extensions, framework development)
  • Programming Languages: C#, JavaScript (ES6+), HTML/CSS
  • Front-End Stack: React, Tailwind CSS (5 years production experience)
  • 3D & Texturing: Blender, Substance Painter & Designer, Photoshop
  • Version Control: Git, GitHub
  • Workflow: Visual Studio Code, debugging tools, performance profilers

Experience

Independent Freelancer — Game Development & Technical Art

2021 - Present | Self-Employed

Full-time independent freelancer specializing in game systems, 3D asset production, and technical art. Work includes commission-based projects, subcontracted development work, and framework design for various clients and platforms.

  • Developed RPG systems, trading card game mechanics, and FPS frameworks as subcontracted work for client projects
  • Created custom 3D assets, character models, and avatar commissions for mobile, PC, Roblox, and VRChat platforms
  • Technical artist services including character rigging, mesh retopology, and asset optimization for real-time performance
  • Built reusable game frameworks and tools that reduced development time across multiple independent projects
  • Programmed and scripted gameplay systems with a focus on optimization for mobile and low-end hardware

Front-End Web Developer

2016 - 2021

Developed and maintained web applications for an edutech consultancy. Collaborated with design and backend teams to deliver user interfaces for educational platforms.

  • Built and shipped production web applications using React and Tailwind CSS
  • Implemented responsive designs across multiple devices and browsers
  • Worked directly with clients to understand requirements and deliver solutions
  • Maintained codebases and debugged complex front-end issues

Why Living Failure?

I've failed more times as an indie game dev than I could count. I've turned those failures into something useful. You fall, you get up, you build again. So instead of giving up, I started focusing on making stuff that other people could actually use. Tools, assets, pipelines, etc etc.

Of course, the name is also a Bloodborne reference.

Gaming & Hobbies

I've been passionate about video games since the original PlayStation. Gaming isn't just entertainment for me — it's where I learned game design, studied mechanics, and discovered what makes systems feel good to interact with.

My current setup includes a Steam Deck for portable gaming, a Switch Lite for Nintendo titles, and a PS4 for modern releases. I also collect and play retro hardware — PSPs, GBA SP, and other handhelds from earlier generations. Each platform has taught me something different about optimization, control schemes, and design constraints.

Whether it's dissecting RPG progression systems, analyzing indie game mechanics, or just enjoying a good Soulslike, games are both my hobby and my R&D lab.

Technical Experience & Hardware

Over 3,000 hours in Blender across modeling, rigging, texturing, rendering, and pipeline development.

Blender Hours on Steam

Optimization-First Approach

Working with mid-tier hardware for a good portion of my career has helped me thoroughly understand the importance of asset optimization and to balance quality with performance across the full spectrum — from high-fidelity PBR workflows for hero assets to aggressive low-poly optimization for real-time environments.

Whether it's a full on ultra realistic PBR workflow or a hand-painted low-poly prop with baked lighting, the goal is the same: maximum visual impact with minimum overhead. Mid-range hardware taught me that the best asset isn't the most detailed one — it's the one that looks great and runs everywhere. From mid range PCs to budget android mobile phones

Development Environment

I previously ran a GTX 1660 Super with 6 GB VRAM— a solid mid-range performance that handled production work without issues for its time.

However, I've upgraded to a more powerful rig quite recently this 2025. Here are the specifications and a few shots of my workstation:

Current Build

  • CPU: AMD Ryzen 7 7700 (8-Core, 16 Threads @ 3.8GHz)
  • RAM: 64GB DDR5
  • GPU: Zotac Gaming GeForce RTX 5070 Ti (16GB VRAM)
  • Motherboard: Gigabyte B650 GAMING X AX V2
  • OS: Windows 11 Pro 64-bit
  • Primary Monitor: MSI MAG274Q QD E2 (27" 1440p 165Hz HDR)
  • Secondary Monitor: MSI G241 (24" 1080p RGB)
  • Keyboard: Ducky One 3 Mini
  • Mouse: Glorious Model O