



[Role: Developer]
This project marks my initial venture into the world of computer graphics, where I created a 3D cube rendered entirely using DirectX11. Starting from scratch, I built the entire pipeline, from window creation to input handling, all written in C++. The cube is fully interactive, allowing rotation using custom input controls, and showcases a custom fading shader that smoothly transitions the cube’s colors. This was my introduction to the complexities of DirectX11 and how the rendering pipeline operates at lightning-fast speeds to produce real-time visuals. Developing this project was a fascinating dive into graphics programming, sparking my passion for the field.
[Role: Developer]
As part of my exploration into cross-platform graphics APIs, this project leverages OpenGL to render custom textures, represented by two images of Yoshi. The project involved building the rendering pipeline from scratch, creating shaders, and texturing a square made from two triangles. I added a UI using Dear ImGUI to enable real-time control of the texture positions and background color. The ability to manipulate both Yoshi textures individually in a responsive interface was a key focus. This project broadened my understanding of graphics beyond native APIs like DirectX, solidifying my skills in rendering and real-time graphics manipulation.
[Role: Developer]
The M.I.C.R.O (My Input Controlled Real-Time Output) Graphics Engine is the culmination of my learnings in C++ and OpenGL, representing my most advanced graphics project to date. The engine enables the loading and manipulation of 3D models, including real-time changes to position, scale, rotation, color, and lighting. With an integrated UI system built using Dear ImGUI, users can interact with a console for status updates and modify object properties via an inspector window. This project’s real-time lighting and texture control feature allowed me to dive deep into graphics engine architecture. While simple compared to full-fledged engines, M.I.C.R.O serves as a foundational step in my journey toward mastering graphics programming.
TECHNICAL GAME DESIGNER
JF GUTIERREZ
AKA PECAS_DEV