Home

Welcome to my personal website!

I'm Ruben, a game developer based in Philadelphia specializing in graphics and animation engineering. Previously I was a client software engineer for The Sims 4 at EA in the Bay Area, but recently left to pursue a master's degree in Computer Graphics and Game Technology at the University of Pennsylvania. This is a place I stood up to showcase my work and what I'm passionate about.

In the works

What I'm working on right now.

A combat system built in Unreal Engine 5. I built a custom combo system that buffers, sequences animation montages. Montages are marked up with custom animation notifies that control timing windows, hitbox activation, and target snapping. I also built a dynamic hit reaction system, which plays distinct hit reactions based on how the target was hit.

Vercel LogoVercel Logo

An implementation of monte-carlo pathtracing using OpenGL and C++. Can showcase physically-based rendering of objects with global illumination and a variety of material parameters.

Vercel LogoVercel Logo

A minecraft clone made in OpenGL and C++. Features chunking, multithreaded terrain generation, procedural caves and terrain, a custom skybox with day/night cycle, and shadow mapping. Implemented in OpenGL as a group project, where I was in charge of chunking, shadow mapping, and multi-threading. Credit for the rest of the features goes to Constanza de Rienzo and Caroline Fernandes.

Vercel LogoVercel Logo

C++ Implementation of Dual-Quaternion Skinning (DQS), Linear-Blend Skinning (LBS), and a CCD IK Solver. The user can specify a variety of FBX files to play using FK, or manually adjust end effectors for the CCD IK system. Also built as a Unity plugin where the character automatically adjusts to changes in height.

Vercel LogoVercel LogoVercel Logo

A homebrew game engine I began building in my second year of undergrad using C++ and DX11. This is a very useful testbed for creating native graphics applications or trying out new rendering techniques. Supports shader reflection to make adjusting the graphics pipeline for custom shaders seamless. A thorough performance analysis has been performed and is available on the repository.

Vercel Logo