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matbcontrol/README.md

Aleksandr Kartak

Unity developer and technical artist in Tbilisi, Georgia (GMT+4), in game dev since 2021. I write gameplay code in C# and build the look: URP shaders, custom render passes, VFX, and getting a scene inside its frame budget on weak hardware.

Open for freelance and contract work. $25/hour or a fixed price per milestone. Write to kartakcvc@gmail.com.

Projects with code:

  • Nitrate: a moonlit silhouette loop in Unity 6 URP. The light shafts are raymarched through the shadow map, so the turning windmill sails cut the moonlight on every frame. Procedural geometry, Shader Graph wind in every pass, a film print, 2.46 ms per frame at 1080p on a laptop GTX 1650 Ti. Video · Windows build

  • InfiniteGarden: a Manifold Garden-style infinite world in Unity 6 URP, outlines drawn as an anti-aliased distance field in a Render Graph pass, and a frame budget measured on a GTX 1650 Ti and Intel UHD. Video

  • massive-objects-showcase: 100,000 physics objects in Unity 6 with simulation tiers (Rigidbody, Burst, data), instanced rendering and tests.

Shipped: worked on Aura Farming (Steam, 120+ reviews).

Portfolio: matbcontrol.github.io · LinkedIn · YouTube

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  1. homoludens homoludens Public

    HTML

  2. massive-objects-showcase massive-objects-showcase Public

    Unity 6 / URP tech sample: 100k physical objects with simulation LOD (Rigidbody / Burst / dormant data), GPU-instanced rendering and instanced grass with a shared HLSL wind.

    C#

  3. matbcontrol.github.io matbcontrol.github.io Public

    HTML

  4. RedayPrototype RedayPrototype Public

    C#

  5. scripts- scripts- Public

  6. InfiniteGarden InfiniteGarden Public

    Manifold Garden-inspired infinite architecture in Unity 6 URP: SDF outlines, an instanced world that tiles in every direction

    C# 2