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Technical notes on gameplay feel, performance engineering and engine architecture. Most of them started as notes I took while fixing something.

A GPU particle system in HLSL: past the million mark

I moved particle state fully onto the GPU with StructuredBuffer and DrawProceduralIndirect, went from 40k to a million, and measured what it cost.

28 March 2026 graphics 12 min read

URP vs HDRP: choosing the right Unity render pipeline

Your target platform list may have already decided; I measured HDRP's volumetric and SSR bill, URP's mobile advantage and what a late pipeline switch really costs.

5 February 2026 graphics 9 min read

Stylised lighting: beyond cel shading

Banded shadows are the first step everyone knows. The real character lives in the rim light and in how you pick the shadow colour.

24 January 2026 graphics 9 min read

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