RYU6Recomp
Rehosting a console binary as a native Windows application
A clean-room research project that runs a commercial console demo binary natively on PC, replaying its frames through a Vulkan renderer I wrote.
- C++
- Vulkan
- SPIR-V
- Ghidra
- RenderDoc
Munich, Germany
Software engineer — tools & 3D graphics pipelines
I build the tooling that keeps 3D pipelines honest. At a BMW supplier I designed and shipped my team's pre-delivery QA tool for vehicle-configuration data, and grew it to over 1,300 automated checks per release candidate. On my own time I reverse-engineer console renderers and write up what breaks.
Rehosting a console binary as a native Windows application
A clean-room research project that runs a commercial console demo binary natively on PC, replaying its frames through a Vulkan renderer I wrote.
A native C++ runtime and diagnostic overlay for Dragon Engine games
An experimental C++ framework for engine observability and pipeline debugging, built around a fail-safe DirectX 12 overlay.
Diagnostic tooling for Android Automotive HMI QA
A Python desktop tool for inspecting in-vehicle infotainment UI at runtime — screen mirroring, hierarchy inspection and scoped locator generation.
Real-time 3D audio visualiser
Live audio analysis driving generative geometry — FFT and loudness features mapped onto evolving 3D form for live and interactive contexts.
A working Windows-style desktop in the browser
The shell this site is built on: live tiles, a window manager, and a WebGL city rendered behind acrylic chrome. Built to be used, not mocked up.
Reverse engineering Sonic the Hedgehog 4: Episode II's engine data
Format documentation and Python tooling for the AliceNN engine's data files — the groundwork for a portable re-implementation of the game.
Cross-platform audio extraction toolkit for CRIWARE formats
A toolkit for extracting and processing CRIWARE audio, built while researching how the format is used in shipped titles.
Full-stack booking and portfolio platform
The complete digital platform for a contemporary tattoo studio — portfolio, booking and payments — taken from concept through to deployment.
Clean-room UI/UX research and development
Research into the interface and motion language of a well-known action game, rebuilt clean-room in C++.
Jan – Sep 2026
Nov 2024 – Jan 2026
A write-after-read synchronization bug in my Vulkan present path, found by a validation layer rather than by symptoms — why TOP_OF_PIPE as a source stage breaks the acquire-semaphore dependency chain.
July 2026