Selected work
I'm a technical artist and gameplay programmer based in Portugal. I work between art and code: character rendering, procedural environments, animation and the tools that make them usable. Founder Engine is where much of my current research comes together.
This portfolio includes the work that led to the final image. Alongside selected results, I keep material failures, rendering artifacts, comparisons and unfinished experiments. The process sections explain what I was trying to achieve, what went wrong and what changed. Some problems are still open.
Forest integration · light and ground contact
Tree scatter, rocks and ground materials share a path-traced lighting setup. Low sun exposes contact shadows and the transition from detailed ground to distant canopy.
Professional work
Founder Engine
Founder Engine is my real-time engine and editor, built on NVIDIA RTXPT and DirectX 12. It brings path-traced, hybrid RTX and raster PBR rendering into the same authoring environment, with Flecs scene data, Jolt physics and a Qt docking interface. The main Editor handles worlds, Character Studio handles character materials and hair, and Motion Studio handles animation data and motion matching. Much of the work is making those systems cooperate: keeping imported data traceable, edits recoverable and the viewport responsive while expensive work happens in the background.
Explore Founder Engine
TimberGEN
TimberGEN is my procedural tree generation tool for Unity. A live visual editor connects hierarchical trunk, branch and leaf generators with custom curves and non-destructive modifiers. Automatic LODs, billboard baking, collision building and FBX export take the generated tree beyond the editor; included shaders support HDRP and URP.
