BeamNG.Sky volumetric cloud layers above a coastal BeamNG.drive landscape
BEAMNG.SKYIN-ENGINE CAPTURE / 01
Explore the atmosphere system

Programmer · Technical creator

I make engines do things they weren’t built to do.

Real-time graphics, simulation, physics, procedural tools, and experimental software—built by taking systems apart and finding a way through.

01 Graphics R&D 02 Simulation 03 Engine experiments
Real-time graphicsSimulationEngine systemsProcedural toolsPhysicsAudio synthesis

Featured systems

Experiments with
real technical weight.

Graphics, simulation, audio, and engine projects organized around what was difficult—not around which language happened to be used.

Technical range

The interesting part
is making it real.

I learn systems by building ambitious things inside them—then keep digging until the result is usable, fast, and shippable.

01

Volumetric rendering

Layered atmosphere, cloud lighting, self-shadowing, fog, and light transport experiments.

02

Runtime generation

Geometry, assets, and world state assembled while the engine is running.

03

Physics systems

Interactive materials, vehicle coupling, simulation prototypes, and physical tools.

04

Shader development

Post-processing, voxelization, projections, stylization, lighting, and screen-space effects.

05

Engine integration

Working around constraints, finding unconventional extension points, and wiring systems together.

06

Performance work

Designing ambitious real-time effects around a strict frame-time budget.

07

Tool development

Purpose-built controls, technical workflows, presets, and reusable systems.

08

Audio synthesis

Procedural approaches to generating responsive synthetic engine sound.

Public contributed projects

Work built
with other teams.

These credits were part of the original portfolio and remain here as first-class work: public contributions across C#, C++, and art.

Released projects

Things I shipped.

Small games and experiments that made it out of the lab and into players’ hands.

Prototype archive / 15 videos

The trail of
working experiments.

Threaded voxels, cloth, buoyancy, sand, audio, procedural terrain, games, and tools. These are not polished case studies; they are evidence of ideas made tangible.

3D work / original gallery

Built in code.
Shaped in 3D.

The original modeling gallery, restored as a visual archive rather than reduced to a footnote.

3D model of a sci-fi falcon-like spacecraft
Falcon study / hard-surface model
Zero character 3D model, front view
Zero / character study 01
Zero character 3D model, alternate view
Zero / character study 02
Zero character 3D model detail
Zero / character study 03
Ghost character 3D model
Ghost / character study 01
Ghost character 3D model alternate view
Ghost / character study 02
NPlayer character 3D model
NPlayer / character study 01
NPlayer character 3D model alternate view
NPlayer / character study 02
Programming certificate earned by Chipboard

Certificate archive

Formal proof.
Informal education.

One certificate, alongside years of self-directed learning through shipped work, engine experiments, and difficult prototypes.

About

Curiosity first.
Documentation second.
Working system third.

I’m a self-taught programmer and technical creator. I learn by choosing projects that are slightly unreasonable, taking systems apart, and staying with the problem until something tangible exists.

The result is a body of work spanning graphics research, engine experimentation, simulation, modding, procedural tools, games, and shipped software.

Have a difficult system?

Let’s build the part
that sounds impossible.

I’m interested in game and engine development, graphics programming, simulation, technical tooling, contract work, and technically minded collaborations.

programmerrathey@gmail.com