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I’m an Information Technology graduate from the University of Central Florida, building Witchlight, a native C++ Vulkan renderer with OpenXR integration for Quest 3 and desktop. I focus on low-level graphics, engine architecture, and real-time rendering systems.
- Witchlight Engine: desktop and XR renderer using Vulkan, GLFW, and OpenXR, targeting real-time 3D scenes in-headset.
- Custom shaders and visual effects (including experimental tesseract-style shaders) for immersive environments.
- Modular engine components (Vulkan context, swapchain, render loop) designed to support both desktop and XR backends.
- Modern GPU pipelines, Vulkan/OpenXR, and advanced shader workflows for real-time graphics.
- Engine design patterns, refactoring large monolithic loops into clean, testable subsystems.
- XR rendering concepts like frame timing, swapchains, and integrating native engines with standalone headsets.
- I’m working toward junior graphics/engine and XR roles, using Witchlight as a proof-of-work project for C++, Vulkan, and XR rendering. I’m especially interested in teams building custom engines, rendering tech, or XR tools for games and creative applications.

