01Game Development
A collection of all the games I have been involved with.
Joystick Joyride
Joystick Joyride is a decade long passion project that I have continually developed, refined, and returned to over the years. The concept has evolved through countless ideas, prototypes, and design iterations, shaped by my love of arcade racing, vehicular combat, destruction, and unpredictable multiplayer chaos.
My Game Dev Sim
Start with nothing but a computer, a garage, and a dream. Build your first indie game, grow a talented team, and transform your small studio into a global games empire. Manage multiple projects, automate production with advanced AI pipelines, expand across the world, and push beyond Earth itself. From solo developer to galactic industry legend, every decision shapes your rise to cosmic domination.
Thumb Wars 2.0
The sequel to my very first game, Thumb Wars. In this version you once again battle it out in a world of thumb-based combat. This version however adds online multiplayer capabilities, a whole new look + achievements & leaderboards.
Lucys Treasure Match
A polished iOS memory card-matching game, featuring diverse single-player modes, realtime game center multiplayer, and engaging daily challenges, made for my daughter who loves playing Hanafuda, so we could play together on our phones. Now supports Game Center.
Wild Blue Skies
I originally worked on Wild Blue Skies as Lead Technical Artist, where I established the project’s art pipeline and developed many of its key shaders, rendering techniques, and optimization strategies. My focus was on creating a strong visual foundation while ensuring the team had reliable workflows that could scale throughout production.
Grave Dodgers
As operations director on Grave Dodgers, I managed the production process, my technical contributions included optimizing performance and porting the title to Playstation 5.
XDefiant
As technical art director on Xdefiant, I established a new paradigm for performance optimization and shader development at Ubisoft Osaka, San-Francisco, Winnipeg, Sydney and others. This setup allowed us to push the boundaries of what was possible when balancing visual fidelity and performance.
Frogger and the Rumbling Ruins
As the only technical artist on Frogger and the Rumbling Ruins, I created and developed all shaders, all vfx, and multiple systems that were used by the art team to quickly prototype and iterate on their work.
PixelJunk Raiders
I was the only Technical Artist on this project, my responsibilities included procedural systems development, all shader development, procedural terrain, procedural building generation, procedural texturing, destruction pipelines, environment production, and performance optimization.
Thumb Wars
My first ever game, developed in a 72-hour personal game jam. A local 2-player iOS game where you battle it out in a world of thumb-based combat. It was an experiment for myself to make the simplest possible game, and publish it.
03Music Production Tools
Small tools, vsts and sonic experiments built to help me (and others) make music.
Zepto
Zepto is a stereo multi-effect processor designed for ambient, space-themed, and generative sound design. It combines delay, granular synthesis, filtering, and reverberation into a single, interactive control structure. It is designed to turn simple audio inputs into lasting, cosmic, and musical soundscapes.
Origami
Audio folding, like a ninja, to warp, bend, twist and augment even the most mundane sounds into something extraordinary. Glitch, stutter, chop, overlap, double and create something new from almost nothing.
STOMP
Crush bits, audio bits, to get anything sounding 16/8/4 bit. Make your audio sound like it's coming from a ancient gaming console.
Natsukashii
Play all your favorite retro sounds from NES, SNES, Gameboy, Genesis, Game Gear and more, the key to broad range of nostalgia trips and chip tune greatness at the push of a button.
04Experiments & Tools
Weekend experiments, some became tools, all became lessons.
Sand Land 2D
Interested in sorting algorithms, and GPU parallelism, I wanted to make a sand and water physics experiment. I took a lot of inspiration from Terraria water simulation.
Jiracord
A bot for Discord forum threads. It will automatically take any reports that have been tagged with a specific tag directly into Jira. No need to source the bugs and manually add them.
SweetUI
Rapidly prototype UI elements with color schemes that are both aesthetically pleasing and accessible can take time, but this plugin makes it easier to achieve.
RJ's Mesh Check
A web based mesh checker, not dependent on any DCC, and quick to test with. Drop a model into the browser and off you go. Local testing, nothing leaves your computer.
Stochastic Texturing
A practical shader technique to break up repetition in tiled materials by blending multiple transformed texture samples.
Procedural 2D Road Spline
A full Unity workflow for building a procedural 2D road tool with Bezier spline sampling, generated mesh geometry, and distance-based repeating UVs.
Shader Liquid Physics
Something that sparked my interested in Technical Art was Left 4 Dead's Boomer Bile, the fact that it would take the player inertia, and display the liquid inside the bottle with that inertia was amazing to me, here is my example implementation from 2012, which was also an experimentation in WebGL/Three.js.
Chroma Lens
A compact desktop accessibility lens that simulates color-vision deficiencies in real time. Capture lens, app window, or full display views, adjust simulation strength, and compare against original colors instantly.
02Apps
Practical iPhone/iPad/Mac OS apps and utilities I developed for everyday use.
Kyoto Temple Tracker
Track temples you have visited, bookmark places to see next, and keep your Kyoto temple routes organized in one place.
Pixel & Tile Editor
A pixel editor tool with unique features. Artboards, vector layers, smart objects, FX, and more. Checkout the website, join the TestFlight
Kyoto Parking Finder
A practical finder app that helps you quickly discover nearby parking options across Kyoto without the usual map-hunting friction.
Cable Retro TV
A nostalgia-driven app inspired by classic cable TV interfaces, built around quick browsing and retro presentation. It uses your existing Plex collection to curate films and TV into a familiar interface.
05Work History
A record of the roles that shaped the work, from operations leadership to production, tools, and creative direction.
Director of Operations
Vitei Inc.
Leading day-to-day and long-term operations across the business, with a focus on scaling effectively, improving systems, and supporting cross-functional execution.
Technical Art Director
Ubisoft Osaka
Directed the Technical Art department for AAA production, coordinating across multiple internal studios and time zones while focusing on performance, pipelines, and quality targets.
Lead Technical Artist
Ubisoft Osaka
Improved production pipelines and performance workflows, helping teams ship high-quality content with more efficient technical processes.
Senior Technical Artist
Ubisoft Osaka
Focused on optimization, R&D, and technical documentation while supporting art and engineering collaboration across production.
Lead Technical Artist
Vitei Inc.
Built the art pipeline for Wild Blue Skies, establishing documentation, standards, and workflows that supported a long development cycle and scalable production.
Art Manager
Q-Games
Supported art department leadership through technical direction, onboarding, process improvement, and workflow development.
Technical Artist
Q-Games
Delivered technical art support across multiple shipped titles, with work spanning profiling, tools, optimization, and cross-discipline problem solving.
Founder · Manufacturing & Business Development
Cool Cable
Built and sold a consumer product business, handling product development, operations, and go-to-market execution from concept to launch.
Founder · Web Development
Ceda Design
Founded and ran a web development studio, delivering custom websites and digital products for clients while managing delivery, operations, and business growth.
Founder · Game Development
In Your Legends Ltd.
Built an independent game studio focused on learning the full process of making, releasing, and supporting games across mobile platforms. Shipped "Thumb Wars" on iOS
Sound Engineer
The Map Recording Studios
Managed recording sessions, maintained studio equipment, and led workshops for emerging musicians.
Process Manager
Virgin Media
Started process improvement and operational training initiatives while supporting team performance and consistent execution across day-to-day workflows.
Sales Assistant
Games Station
Early adoption into the games industry for me was stocking shelves, pricing games, keeping the shop floor tidy and helping customers find the latest games.