Liam Reese's Portfolio


A spinning purple 'Z'; the insignia of the author

Graphics Programmer


About Me


Resume

Here's my resume in PDF form, it's more succinct than my website!

Who am I?

I am Liam Reese, aka "zCubed" / "zCubed3"

I've been programming since I was 14 (I'm 19 now)
I've been developing games since 2018 using the Unity Game Engine
I've also used Unreal and Godot in a hobbyist capacity

I have used C, C++, Rust, and C# in a hobbyist capacity for a few years

What is your specialization?

I primarily specialize in graphics programming

I also specialize in general software development

Education?

High School Graduate

I am not yet attending college

Contact Me

Buy Me a Coffee at ko-fi.com

Experience


Virtual Afterthoughts - Member - September 2021
Unity Engine - C# / HLSL / ShaderLab

Joined "Virtual Afterthoughts" as a Graphics Programmer
Funded PlasticSCM and Steam page

Created / maintained a fork of the Unity Graphics stack for our games' artistic needs and requirements

Assisted in development of minor gameplay features and editor tools of Project "LVR"

Project "LVR" Gallery

Crustacean Interactive - Commission - March 2023
Unity Engine - C# / HLSL / ShaderLab

Commissioned by Crustacean Interactive to create a foliage system for their upcoming VR survival game "Strayed".

System was finished, but was not integrated

I was given permission to release the source code publicly on my GitHub

Gallery - Source Code

Crustacean Interactive - Commission - October 2023
Unity Engine - C#

Commissioned by Crustacean Interactive to create a terrain chunking system
The system is used in their upcoming VR Survival Game, "Strayed"

System was finished and used to aid in the porting of the game to the Meta Quest 2

Source code not released as it is actively being used in the game

The system is based on a modified geomipmapping algorithm

The modifications allow for async and "on-the-fly" generation of terrain slices
The system was also designed to remain deterministic between platforms

Gallery

Crustacean Interactive - Commission - October 2023
Unity Engine - C# / HLSL / ShaderLab

Aided in the porting of Strayed to the Meta Quest 2, the initial port targeted 72hz with a consistent frame rate

Later porting efforts target 90hz

On November 11th, a playable "vertical slice" of the game was completed on the Meta Quest 2 that met the performance target

Gallery

Major Projects


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Minor Projects


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Hardware


Desktop

Model: Custom Built

CPU: Ryzen 7 3700X

RAM: 32GB DDR4-3200

GPU: Radeon RX 7900XTX

OS: Windows 11 / Arch Linux

Laptop

Model: MacBook Air (2022)

CPU: Apple M2 8C (4E/4P)

RAM: 24GB

GPU: Apple M2 10C

OS: macOS Sonoma (14)

Credit


Fonts

Nunito