Tate.Game.Dev

graphical programmer and game dev

Graphical Programmer and Game Developer

At the center of every interaction lies a person. My designs focuses on technology, but without forgoing that center. With the rapid development of new technologies, especially around the concept of digital entertainment, it is easy to focus on what new features can be implemented in order to show off some possible future. My designs seek to center human emotion and experience and display how technology can enhance these abilities above all else. Interactions with technology can be a deeply artistic and personal experience, and without the intention to bring this out, the design itself becomes limiting. I strive to put emotional and intellectually-provocative ideas in a form that is deeply interactive.

Latest Updates:

I have released a new VR volume rendering application, learn more about it in my about me page! Or download it directly here. Lumiverse is a semi-physically based Volume Renderer, that has been highly optimized to run on the Quest Mobile Platform. The main goal was to create a renderer that supported lightweight subsurface scattering to make data visualization a more interactive and immersive experience. It was made for University of Utah’s Spring 2026 Scientific Data Visualization Class. It won the top visualization project for the University of Utah 2026 Scientific Visualization Course.

Chinook is out now!!! The itchio page is linked here and the steam page is linked here. I finally found time to finish up most of what I wanted to do with the game. If you like my work, you will definitely like this one! Let me know what you think! If you are an influencer and want a steam key, fill out the email form on my about me page, and I will send you one.

I have recently started my Master’s program at University of Utah. I am studying Graphical Programming and Visualization. Check out my submission for the teapot rendering contest, which won me a Juror Choice Award. It was path-traced with progressive rendering for 6 hours. For the render, I implemented a microfacet material with Cook-Torrance GGX. My caustic map had 100,000,000 photons, and I also implemented normal maps and used the Uncharted 2 curve for tone-mapping.

Also check out my Design Manifesto and my About Me/My Work page.

My submission to the 2025 University of Utah Teapot Rendering Contest. 🏅 (Juror Choice Award Winner)

My new VR volume rendering application called Lumiverse. 🏅 (Winner of the University of Utah 2025 Scientific Data Visualization Top Visualization Project Award)