public IEnumerable Portfolio()
Burst Navigation ECS
A blazing-fast, zero-allocation pathfinding system for Unity ECS.
AI Behavior Architect
Pure DOTS / ECS Behavior Trees. Professional AI behavior logic with zero-allocation performance.
GPU Animation Entities PRO
High-performance GPU-based animation system for Unity Entities. Professional tier with advanced features.
Advanced Audio Dispatcher
Pure ECS wrapper for native FMOD in Unity DOTS. Ultra-fast, zero-GC, Burst-compiled 3D audio with async occlusion.
GPU Animation Entities
Render thousands of animated characters with full Burst and Job System support. Free core version.
Audio Dispatcher for DOTS
Lightweight bridge for Unity DOTS to control standard AudioSources within ECS systems without performance overhead.
public struct Philosophy : IComponentData
I build "Performance by Default" tools. My development philosophy is rooted in Data-Oriented Design (DOD) and strict memory management.
Whether it's managing thousands of entities in a simulation or writing custom C# code generators, every line of code is optimized for the Burst compiler. No visual trash, no unnecessary allocations—just raw speed and clean architecture.