I've been developing interactive content for over 18 years. Since 2006 I've worked on games, apps and web projects with companies including LG, Jaguar, Land Rover, Square Enix Japan, Grasshopper Manufacture, DeNA, Google and Unity.
Starting in 2010 I focused on Unity, releasing titles for iOS, Android, PS Vita, PS4, Xbox and VR. I handled programming, shaders, UI/UX, VFX and GPU optimization, contributed to Universal Render Pipeline documentation and early R&D, and gave GPU-optimization talks at Unity Unite and events across Japan.
Since 2020 I've worked mainly in Unreal Engine, building Nanite optimization tools, World Position Offset deformation systems, and in-engine procedural tools that don't depend on Houdini. I bake information into vertex color and reconstruct it in HLSL for efficient, fully-controllable shader effects — including node-free LOD, instancing and masking tools for artists, plus shaders for fBM ink blending, posterization, fake volumetrics, bloom, distortion and per-instance masking.
Outside work I've shipped iOS games, a Facebook game that reached 350,000+ users, and a personal website with over 4 million monthly views, and I've built interactive showcase demos for brands like Jaguar and LG. I'm endlessly curious about recreating the effects I see in games and film, and I like combining solid code with strong visuals. I've lived in Osaka for 12+ years.