Roomination — Procedural Labyrinth
C++/Unity hybrid; ECS, FNV-hash seeds, relic system, CRT shaders.
Case study →Portfolio
Game-engine tinkerer, systems-minded software engineer, UVA CS + EBM. I build deterministic, seed-driven procedural worlds and sleek, performant UIs.
C++/Unity hybrid; ECS, FNV-hash seeds, relic system, CRT shaders.
Case study →Seed-driven planets & relics; ImGui docking; deterministic RNG pipeline.
Case study →R + Python: robust stats, QQ-plots, spline smoothing, reproducible Rmds.
Case study →