My work in shader development covers the authoring of custom real-time shaders across low-level GPU code and engine-level material systems — HLSL, GLSL, and engine shader languages used to define lighting models, material behavior, and visual effects at runtime.
Shader work spans custom lighting models, procedural shading, surface behavior, and visual effects implemented directly at the GPU level with attention to performance and visual intent across interactive and real-time production environments.

