Selected work

Technical artist and gameplay programmer in Portugal. Art, code and real-time worlds: character rendering, procedural environments and the systems behind them.

This portfolio shows finished work alongside the problems and decisions that shaped it. The process sections include broken materials, rendering artifacts, comparisons and editor captures. They show what went wrong, what I changed and what still needs work.

Sunlight through the forest

Low sunlight breaks through pine trunks, picking out boulders and uneven ground in a woodland clearing.

Explore Environments

Professional work

Founder Engine

My own real-time engine and editor, built on NVIDIA RTXPT and DirectX 12. It runs path-traced, hybrid RTX and raster PBR modes, with Flecs scene data, a Qt docking editor, Jolt physics and an out-of-process FBX import worker. The main Editor handles scenes and worlds, Character Studio focuses on materials and characters, and Motion Studio on animation data and motion matching.

Explore Founder Engine
An expandable GPU timing tree compares render passes against a frame-time budget. Asynchronous timestamp samples expose expensive stages without waiting for the GPU to finish each frame.

TimberGEN

My procedural tree generation tool for Unity. A live visual editor combines hierarchical generators, custom curves and non-destructive modifiers with automatic LODs, billboard baking, collision building and FBX export. Includes HDRP and URP shaders.

The TimberGEN listing banner pairs the Timber Works branding with a broad tree canopy.