DKNazar Game Dev

About me
Games and graphics programmer, with Bachelor of Arts and Computer Science in game design and development. Currently working on Origami Ninja Star. Received the highest achieving graduate prize, worked in industry for many years as a graphics programmer, making my own game. Experienced in cross-platform engine development, graphics/shader programming, and game design.
Portfolio
Note: I am currently transitioning to github from my old wordpress site, some items will still link to the old website.
Click the images to see more!
Grass Rendering Demo
- Stylized grass rendering with GPU culling in Unity

Tech Notes - Origami Ninja Star
- My general notes regarding the technology (graphics, engine, procedural generation) involved in Origami Ninja Star

PBR Procedural Sky
- For Cricket 22 we needed a next-gen dynamic sky and weather solution

HDR and Tonemapping
- Implementing the HDR pipeline where colours are bright and we made up new numbers to deal with it.

Notes on Temporal Anti-aliasing
- One of my first tasks as a graphics programmer, make TAA better, but first you can learn why this picture is funny.

Computing Auto-Exposure
- Using an optimised compute shader to calculate the average screen luminance to emulate eye/camera adaption.

Rendering Fine Sports Grass
- Rendering grass for sports games, way less fun than adventure exploration games like BOTW or Ghost of Tsushima

Accidentally Developing a Level Design Tool
- Level design tool which started off as a procedural house builder and later extended to an entire generic level design tool

Post-Processing in URP
- Adding a custom post processing step in Unity URP

Moving to URP
- After many years using the built-in render pipeline, it was time to switch and surprisingly it was not that much of a struggle

Advancing the Water Shader
- Improving one of my first shaders for Origami Ninja Star, and making it more interactive

Origami Ninja Star
- Chaotic hybrid of fast paced action and physics-based combat where YOU are the weapon. Currently in development

Flora Generator (Maya)
- For my final year 3D Animation project I chose to develop a procedural art tool to create Flora for games and animation in Maya

Escape From Space
- Game based on real science for high-school students to increase interest in STEM (Science, Technology, Engineering and Mathematics) professions

Grass Shader in UE4 and Unity
- After playing Breath of the Wild, my only question was how to make that beautiful grass!

Terrain Generation Algorithms
- I decided to research common terrain generation algorithms in games. This was inspired by Sean Murray’s GDC talk “Building Worlds in No Man’s Sky Using Math(s)”

Character Modelling
- In this project I was give a random animal and attribute, I got “Party-animal” and “Lizard." Woohoo....
