Most code demos run in my game engine at https://github.com/Kaminate/Tac.
Radiosity
Stochastic jacobi radiosity, with average radiance baked into vertex color (no final gather).

Raytrace
Cpu raytracer with reflections, refractions, and depth of field

IBL
A slide from a presentation I gave about 2014 Karis split-sum approximation.

Raymarch

Voxelization

Torque

Skinning

Texture Repetition
iq’s method

Shadows

Normal Map
Cube map, phong, reflections, normal map

Julia Fractal

GJK
Visualizing the minkowski difference

SPH

Misc

Games worked on
The Last of Us Part II
Forza Motorsport
Call of Duty: WWII
Call of Duty: Black Ops III
Student Projects
Photon Bunny
Photon Bunny is a puzzle platformer based off of the properties of light. You play as Cera bunny, and have to absorb and eject light throughout the world to escape from the evil PowerCorp.
December 2011 – April 2012
- Created a 2D physics engine using the GJK and EPA algorihms
- Lasers can reflect off of up to ten polygons
- Designed several levels
Producer / Gameplay Programmer – Justin Cook Technical Director / Engine Programmer / Artist – Ming-Lun “Allen” Chou Game Designer / Physics Programmer – Nathan Park Product Manager / Tools Programmer / Music Composer – Garrett Woodford
2012 DigiPen Best Freshman Technology Award 2012 IGF Entrant
Temple of the Water God
Temple of the Water God is a puzzle platformer in which the player is able to manipulate water to overcome challenges and escape the temple.
August 2012 – April 2013
- Built a buoyancy component for puzzle elements
- Implemented a dynamic AABB tree for fluid and game logic
- Created a data-driven user interface
Producer – Riley Pannkuk Associate Producer / Lead Designer – Jonathan Chan Technical Director – Steven George Art Producer / Designer – Karyn McCollough ? Design / Software Engineer – Nathan Park Character Artist / Environments – Jenalle Norgren Environment Artist / Backgrounds – James McWhirter Music Designer – Seth Weedin Sound Designer – Robert Snyder Design Consultant – Griffin Dean
DigiPen Best Sophomore Technology Award
Waboom
WABOOM is a fast paced online first person shooter with one shot kills and ricocheting lasers. Players need quick reactions and precise shots to eliminate enemies. Creative players will utilize the ricochet mechanic to pick off players when they are least expecting it whether it’s from around corners or somewhere else. A dash is also available to players to act as a second life in a firefight or to travel distances quickly. It’s a kill or be killed world where the slow get left in the dust.
August - December 2015
Programmer / Design / Production – Alexander Jensen Programmer / Art – Nate Park Audio Designer – Geoffrey C. Walker
Remnants
Remnants is a 3D competitive multiplayer sci-fi real-time strategy game. You control a faction a robots as they construct their fortresses and face off for survival, resources, and glory.
August 2014 – April 2015.
- Developed a data-driven particle system with alpha composited, lit, hot-reloading materials
- Created a Autodesk Maya button plugin to preview models in engine, in real-time
- Coded the gameplay system
Producer / Network Programmer – Casey Benson Tech Lead / Engine / Physics / AI – Lucy Lauzon Graphics / Art Pipeline – Konstantin Udovickij Gameplay / Particles / Tools – Nathan Park Gameplay / Design / Art – Zhuhuii Yap Audio Designer – Geoffrey C. Walker Audio Designer – Eric Delgado Art Consultant – Tara Jaiyeola Art Consultant – Danny Li
Desert Duel
Desert Duel is a 2D gun duel simulator. The town ain’t big enough for the two of you.You must shoot to move. Each gun holds six shots, and reloads automatically when grounded.
2015 Summer solo project