Info




Hey there! I go by the name Vespera and I am a multi-disciplinary artist. Over the decades, I have explored and taught myself a wide range of artistic disciplines: from digital painting, photo manipulation, and UI design to 3D modeling, programming, music composition, and game development, to name a few. My primary medium is music and I have been composing since 2010; created many pieces, and as many pieces as a ghostwriter. I used to be a pianist but had to quit due to an injury, and recently took up the viola as my new instrument of choice.



Guided by a strong can-do spirit, I embrace a hands-on, do-it-yourself approach and value self-reliance above all else. I believe that nothing is truly impossible for those willing to put in the effort: the only real impossibility lies in never trying. This mindset is what ultimately shaped me into a Jill of all trades.



For the past five years, I have dedicated myself to game development and design as my primary profession. Working as a freelance ghost developer and designer, I have contributed to a wide variety of projects, stepping into whatever roles were needed and handling nearly every aspect of development and design.



When it comes to games, in my eyes, they are the pinnacle of artistic expression, a medium that unites many art forms into a harmonious masterpiece, and the very thing that drew me to this field. I see game creation as the most complex and delicate of crafts. It is godlike: building a universe from the ground up, laying the foundations, defining the laws as pillars, and then shaping the world with forms, colors, sounds, and countless stories waiting to be told.

Ms. Dysphoria


That’s all for now. If you'd like to reach me out, you may find me on Discord: it is where I’m most active and where I primarily conduct business.Have a pleasant stay!








Loop Video Player



Eternal Return

“Eternal Return” draws inspiration from the idea of eternal recurrence; the notion that time is an infinite loop in which the same moments repeat over and over, exactly as before, for all eternity.While the idea might be discomforting and inconvenient for most and frustrating on a surface level, those who choose to move beyond that surface may find that repetition opens a gateway to a trance-like state, dissolving the sense of time and granting a perception that reaches beyond what is audible.In this experimental compilation, I intend to resurrect many old films and radio broadcasts as pieces designed to echo through eternity.






XII



"XII" is a compilation of pieces I composed between 2012 and 2024. Currently being reworked and optimized for streaming platforms.



The Good & The Bad


Will be added in time.












Professional



Which games have you worked on?
Since I have often worked as a ghost developer/designer and have at times been involved in content-sensitive projects that I prefer not to disclose, there are no titles I can publicly reference. Over the past few years, I have primarily worked on online social games as a freelance developer and designer. My responsibilities included character customization, 2D and 3D design (textures, hairstyles, wearables), asset integration, and programming new features to enhance playability and customizability.
While I don’t have publicly credited titles to showcase, I can always demonstrate my capabilities through the depth of knowledge I possess and the skills I’ve cultivated over the course of my career.
What is your general approach to game design documentation?
I believe in maintaining simplicity when creating a Game Design Document. I prefer an agile development methodology, emphasizing adaptability and collaboration. Rather than overloading the document, I focus on documenting only what is essential and doing so iteratively, in collaboration with the team. This ensures the GDD remains a living document without becoming a burden. That would be my approach unless a more orthodox method is required.
What is your academic field?
I’ve studied English literature as a hobby, both British and American, though I didn’t complete a degree. Poetry holds a special place for me. All other fields in which I have expertise are the result of self-teaching, without any formal academic background.
Do you use ready frameworks and assets?
I personally don’t like the idea of using premade solutions, as I believe it is better to craft everything from scratch and build upon it over time. This approach is easier to manage and becomes more familiar as development progresses.
What are your expectations from your collaborators?
First and foremost, I expect individuals to understand that game development and design are highly challenging endeavors due to their complex and multifaceted nature. When someone speaks of it lightly or with excessive enthusiasm, as if it were an easy task, it raises a red flag for me. People with no experience tend to do this. In reality, game development can be a nightmare, from development to release and beyond, and there is always the possibility of failing to achieve the expected results. The field requires passion and dedication, as it does not always reward hard work; in fact, it rarely does. Those who pursue it for money or fame alone often end up disappointed, as Steam is effectively a graveyard of games in disguise. Therefore, my first expectation is the ability to realistically assess the situation at hand: being grounded and acknowledging the challenges involved.
My second expectation is commitment, the ability to see things through even under stress and distress. The resolve to pull things together is essential in overcoming the obstacles that will inevitably arise.
Thirdly, I expect a willingness to learn and a constant drive toward improvement and refinement. I liken this field to a river: if one remains idle, the current will swiftly pull them backward.
Ultimately, I value these three qualities above all else: being realistic, committed, and studious. I believe they are essential to seeing any project through.
Can I collaborate with you?
Of course! feel free to contact me on Discord or through E-mail, and we can discuss further.







Business



What is your policy when conducting business?
My policy revolves around reliability and customer satisfaction. I am a perfectionist and take pride in my work. I would never hand over a project that I would not personally enjoy or feel proud of. My goal is always to work with diligence and deliver results that leave people asking for more, as that is how I make a living. I do not mind going the extra mile to ensure this standard is met.
Why should I trust you to hold your end of the bargain?
I place great value on my customer portfolio, as it is essential for ensuring the continuity of commissions and long-term working relationships as a freelancer. Delivering poor-quality work or leaving customers dissatisfied would directly harm my operation by costing me potential long-term clients. Therefore, anything that harms my customers ultimately harms me, and anything that benefits them benefits me in the long run. I believe this principle alone is sufficient to establish trust. In the end, when my customer wins, I win. When my customer loses, I lose my customer.
How much do you charge for your services?
Pricing depends on context. For indie or small-scale projects, I typically charge around €250 per week of work. For full-time corporate work, my expected rate is at least €50 per hour. Ultimately, all pricing is situational and based on mutual agreement.
Where is your LinkedIn account?
I am not present on LinkedIn or any other recruiting platforms.
Do you use Fiverr?
I do not use Fiverr due to its unacceptable service fees. I prefer to conduct business directly, without middlemen or unnecessary charges imposed on either myself or my customers.
Do you use AI?
I don't use AI in the work I deliver unless requested. For more information, see Artificial Intelligence.
Do you issue invoice?
As an individual freelancer, I typically do not issue invoices. However, when required, I can provide payment details and any necessary confirmation for accounting purposes.
Do you offer warranty?
I offer a warranty and provide free debugging and fixes if any issues arise related to the work delivered.
Do you accept refunds?
I offer refunds if I fail to deliver the agreed-upon results or fail to uphold the terms of the warranty.
What are the available payment options?
I accept direct credit and debit card payments, as well as payments through Wise and TransferGo.
How much do you charge for the VAT?
I do not charge VAT or any additional fees.







Personal



How can you claim to do all these?
I’m nearing 30, and I’ve had a long time to teach myself across many fields, 18 years more or less. Instead of setting a goal to master a specific branch and focusing on it, I chose to explore almost everything that came my way. This approach has its upsides and downsides. In the end, I sacrificed total expertise in a single subject for versatility. As the saying goes: “Jack of all trades, master of none.”
What are your long-term aspirations?
I aspire to author the Twilight Zone of video games and narrate many chilling and thought-provoking stories. My goal is to recruit volunteers and kickstart the projects I’m working on, aiming to gain both public and financial support in order to lay the foundation for the studio I want to establish. If everything goes well, I hope to release many titles, as I am never short of stories to tell.
Do you have any other hobbies?
Beyond the fields already mentioned, I enjoy cooking and inventing vegan recipes. While my specialty in 3D modeling is hairstyles, I also practice hairstyling in real life as a hobby. In addition, I enjoy dressing up and cosplaying, among other interests.
What's with the look of the website?
I wanted to create something unique and thematic rather than a bland page with a generic design limiting self expression. I believe art is about that expression and the philosophy behind it: it shouldn't be restricted but let loose. Hence, this is not just a portfolio but also a manifestation. Besides, I am drawn to horror and mystery, and this is what I intend to focus on long term within the game industry, so I believe the overall theme is fitting.
What's with the nickname?
It is a nickname I adopted after my medical condition. I am transsexual, and I share that information openly to avoid misunderstandings or disagreements that might arise later on. For that reason, anyone interested in working with me should be aware of that upfront.
What's with the mask?
I’ve created many works as a ghostwriter, and as an artist I have often struggled with recognition. Because of this, the ghost-like appearance of the mask I use as my signature feels especially fitting for my identity. Besides that, I am on the spectrum and experience dysphoria, and for these reasons I am not comfortable with exposure.
What are your favourite games?
The first franchise I would name as an influence is Silent Hill, especially The Room and Homecoming, which are my favorites. I’m also a big fan of Dead Space, not only the games but also the movies and books. Other favorites include Deadly Premonition, The Evil Within, and Amnesia.
What do you listen to?
I believe that what people listen to reflects who they are. My favorite genres are indie rock and spoken word, as I have a strong appreciation for poetry, as well as avant-garde metal and post-metal. Bands I would name include mewithoutYou, Wolf Parade, La Dispute, and Hotel Books.







Artificial Intelligence



Do you use AI?
When conducting business, it entirely depends on whether my customers and employers want me to use AI as a tool to enhance productivity and efficiency. I don’t make such decisions independently as I believe the secret use of generative AI would be unethical in a way that it could even be labeled as fraud as it could subject the customers and employers to potential legal and communal complications and liabilities. Therefore, in a business setting, I act on the directives given to me and deliver results in the way the requesting parties expect. I can also provide proof of work to clear suspicions.
In my personal projects, I sometimes make use of AI, but I try not to rely on it too heavily for the sake of self-growth. When used responsibly, AI can be a great teacher, but it can also be misused, preventing one from gaining true expertise in areas.
What is your stance on AI?
I have mixed opinions when it comes to AI. For starters, it has devalued many fields by oversupplying and oversaturating the scene with content. It is brutally effective and time-efficient, and as a result, it places too many expectations and too much pressure on real artists who have no way of competing with that. As this trend continues, I believe it will become increasingly difficult to make a living in these fields professionally, causing many to lose their hard-earned jobs to machines. An AI to code, an AI to paint, an AI to animate, an AI to voiceover, an AI to translate and localize: It is all becoming automated.
I liken this to how technological advancements, like the invention of the printing press, made the art of scribing obsolete, and how it used to matter to know HTML and CSS to create websites before website development became automated. If this trend cannot be stopped, I believe those who have put in the effort and contributed to our world through art have the right to use AI. In my view, they are the only ones who have earned that right to do so. I myself prefer working with people and their creativity over machines, and if I can ever afford to, I will personally always choose to do so.
Ultimately, I am against AI, and if it could be removed altogether, I would fully support that course of action. However, if this is the new norm of today and the future, then I believe I have the right to make use of it more than any profit driven corporations, as every artist does, to be able to compete in this dystopian setting, as compensation for the damage it has caused me and for my lifelong efforts.
What are your thoughts on AI disclosure?
When it comes to the sale of an asset and its rights, I believe failing to disclose the use of AI can jeopardize the customer and lead them into legal and communal complications. In such cases the use of AI must be disclosed; otherwise it could be considered an act of fraud as works generated through AI are in public domain and can't be copyrighted. That’s why, when conducting business, I see it as my responsibility to disclose it to practice honest business principles.







End Game






Role


Info
I am a generalist/Jill of all trades with a diverse range of interests and experience across various fields. I specialize in stepping into whatever role is needed, managing and coordinating teams and multiple departments, and drawing from hands-on experience in each area.


❖ Versatility ❖




When approaching a project, my strength lies in filling gaps to ensure continuity and stability.
As a developer, I can lay out logic and engineer custom solutions. As a 2D designer, I bring ideas to life through drawing and painting. When structuring gameplay, I can step in as a level designer. For 3D environments, I take on the role of a 3D designer, modeling and texturing assets.
If the user interface needs work, I can deliver as a UI designer, crafting unique, cohesive designs. When a project requires music or sound effects, I can contribute as a composer or sound engineer, shaping the auditory experience. On the backend, I can oversee servers, databases, and file transfers as an administrator, while also addressing security concerns such as DDoS attacks and asset theft through custom solutions as a security engineer. When efficiency demands it, I can build custom pipelines and tools as a tool engineer.
When a project needs a public-facing presence, I can take on the role of community manager. For troubleshooting and support, I can act as tech support, resolving issues with clarity and depth thanks to my programming background. Finally, as a manager, I can lead and coordinate teams, ensuring stability, consistency, and alignment across all departments.



❖ Management ❖




I am familiar with many of the methods and tools of the trade across most fields; I use the same terminology and speak the same languages. I understand how much effort and time it takes to carry out given tasks, whether it’s coding, designing, painting, modeling, rigging, or composing. When a manager doesn’t even know whom they are managing or what people actually do within a team, I would call that mismanagement. In my view, to truly manage, one needs at least a foundational level of expertise and understanding of what everyone on the team does. Without that knowledge, management becomes a series of wild guesses and assumptions.
Ultimately, a manager needs to be a server for everyone, a bridge that brings each individual and element together into a unified whole, and an overseer who ensures that everyone fulfills their role thoroughly within the team.
I know what people do and how they do it. When I don’t know, I learn. When they don’t know, I teach. And when they need help, I help. This approach fosters growth and paves the way for success. Therefore, I believe I am well suited for this role, as many individuals in the industry, regardless of their diverse professions, are my fellow professionals.



❖ Areas of Interest ❖



I have ranging experience in the fields specified in the following table:


2D Design2D AnimationLevel Design3D Design
Cryptography & ObfuscationSoftware Development C#/WPFAndroid App DevelopmentUnity Game Development
SongwritingLiteratureUI DesignVideo Editing
Sound FXServer AdministrationTranslationSecurity Engineering
Project ManagementCommunity ManagementDiscord DevelopmentTool Engineering


❖ Tools of the Trade ❖



Some of the tools and software I am familiar with:


Visual StudioUnity EditorFL StudioMixcraftPhotoshop
Clip Studio PaintAfter EffectsBlenderAssetStudioGUIUnity Explorer
UABEMelonloaderDevXMobaXtermNaviCat
FilmoraMicrosoft BlendShaderMapPhaser EditorAndroid Studio
BlockbenchAudacityFiddlerWiresharkDnSpy


❖ Tasks ❖



Some of the roles and tasks I’ve undertaken so far include:


Tasks
Creating custom WPF applications such as updaters/launchers and administrative tools
Managing communities, improving the tools of communication visually & structurally
Designing and integrating 3D hairstyles and wearables for character customization
Designing 2D assets such as static or animated icons, avatars, banners
Developing requested features for games as mods or with full integration
Building custom bots, handling Discord integrations and managing servers
Rewriting and improving game systems/logic and performing optimization
Retexturing and reworking whole games in terms of UI and game logic
Client security and asset protection, encryption and obfuscation
Attending to tickets and providing technical support for users
Troubleshooting/debugging and ensuring stability for end-product
Crafting custom Anti-DDOS solutions based on whitelisting
Developing and designing graphical user interface (Unity)
Modding Unity games with or without native mod support
Project management/administration and overseeing teams
Composing soundtracks and creating sound effects
...






Qualifications









Game Development & Design (WIP)


Info
Below you can find some of my works as well as articles and field reports on development and design.


Security Engineering




I began game development in 2021 as a modder for a private game server operating in a highly adversarial environment where service disruption and asset theft were persistent threats. These circumstances forced me to adapt quickly and develop pragmatic and often unconventional solutions to maintain security and stability in a hyper-competitive ecosystem.What often felt like an endless hackathon pushed me to study obfuscation and deobfuscation, reverse engineering, cybersecurity, cryptography, and asset protection. I learned that effective security requires understanding how systems can be disrupted and dismantled by thinking like an attacker, so that countermeasures can be designed around realistic models rather than assumptions.I would not describe myself primarily as a security engineer, nor was security a field I initially set out to pursue. However, working on online games meant that security concerns were inseparable from development itself as each update carried the potential to introduce new vulnerabilities, and as a result, security became embedded in my development process rather than treated as a separate discipline, and it is in that context that I discuss it here.The articles below reflect my experience as a game developer working in highly competitive and hostile environments where I often had to assume security responsibilities without formal training in the field, improvising and learning through hands-on work to deal with real security problems.




Field Reports



Buying Time: A Practical View of Asset Security




When it comes to asset protection, it is not about creating an impenetrable system, as such a goal is neither realistic nor achievable, rather about introducing sufficient deterrence to destroy an attacker’s return on investment (ROI), and ultimately their motivation.In one case, the game client relied on AES-256 encryption for asset bundles totaling over 15 GB, which proved safe but excessive for the intended purpose. The client depended on constant runtime decryption of AssetBundles and was built on an older framework (Unity 5.5). Because this pipeline relied on memory-based loading, it required encrypted bytes, decrypted bytes, and the reconstructed AssetBundle to coexist in memory during loading, which led to memory surges and prolonged load times.Loading bundles directly from disk rather than memory was the most efficient approach from a performance standpoint, but it would also have made the assets vulnerable to theft, which was common within the ecosystem since multiple servers shared the same client, making stolen assets trivial to integrate once decrypted.Given these constraints, I investigated both the technical framework and the practical capabilities of competing servers and concluded that cryptographic protection coupled with memory-based loading was imposing a higher cost on users than on attackers. Rather than pursuing encryption, I devised a makeshift strategy to secure the assets in a more optimized way.I removed bundle encryption entirely and instead introduced deliberate structural incompatibility by spoofing Unicode characters in the bone names of rigged wearables and hairstyles, which is something not many would expect. These identifiers were corrected internally at load time through an obfuscated DLL so the assets functioned normally within the intended client. However, when competitors attempted to integrate the unencrypted bundles directly, the mismatched bone names caused the rigs to break without any error code, preventing immediate reuse. Because the spoofed Unicode characters appeared visually identical during inspection, the failure mode was not obvious. This made diagnostics difficult and time consuming as there were many plausible causes for a broken rig. This leveraged Unicode homographs to undermine visual inspection trust, since most asset inspection tools render identifiers at the glyph level and do not expose non-ASCII or confusable code points.Exploiting this visual inspection trust led attackers to conclude that the only remaining option for integration was asset extraction and reconstruction: exporting meshes and textures individually, performing placement, weight painting, recreating blendshapes, and similarly time consuming tasks.Additionally, shaders for Unity 5.5.5p2 could not be decompiled using DevX or UABE, which were the primary tools competitors relied on at the time. However, leaving these shaders in unencrypted bundles would have allowed direct bundle integration and reuse through runtime assignment. For this reason, they were deliberately kept in a separate encrypted bundle, as custom legacy shaders were rare and therefore valuable. This prevented visual fidelity from being replicated outside the intended client and added further deterrence.Together, these measures substantially increased the time, effort, and expertise required to reuse the assets, effectively destroying the attackers’ return on investment within that ecosystem.In the end, this approach involved calculated risk and an asymmetric defense that deliberately targeted attacker tooling assumptions and human inspection habits, and it proved effective. I did not make the system secure in an absolute sense, nor did I consider it a long term protection. Rather, I introduced a targeted low-cost structural incompatibility that raised attacker cost and time investment enough to function as an effective deterrent, while simultaneously improving AssetBundle loading performance for end users in order to preserve project survivability during its growth phase.At times, simple and pragmatic solutions such as these can be sufficient for the task at hand. Security, in this context, is about stalling until a project achieves decisive success and reaches a point where such disruption no longer matters. This is my view of asset security: buying time, and making use of that time to gain a lasting edge.


Ms. Dysphoria

31.12.2025




Defense Proportional to Threat: Pragmatic DDoS Mitigation for Resource-Constrained Systems




The first time I was approached by a self-described cybersecurity engineer was during an active DDoS attack on a game server I had been contracted to support. The offer of protection arrived almost immediately after the disruption began. Combined with the fact that the contactor was effectively anonymous and unwilling to disclose any base of operations or verifiable portfolio, this raised reasonable suspicion that the situation followed one of the oldest tricks in the book: quietly introducing a problem and then offering a paid solution.Service disruption through DDoS attacks is sometimes employed by individuals without legitimate cybersecurity credentials, who rely on the appearance of authority to engage in disguised extortion. It is also common in highly competitive environments, largely because it is easy to execute and requires minimal resources relative to the impact it can produce. When paired with aggressive advertising, such attacks can be leveraged by competitors as a means of growth by pressuring users into migration, particularly in social games where the player base represents the platform’s most valuable asset, effectively functioning as a form of asset theft in a business sense.At the scale most game servers operate, the majority of DDoS incidents are carried out using readily available tools and services by individuals lacking in-depth expertise. These attacks often rely on a single attack vector rather than a coordinated multi-layer strategy, and for this reason, most incidents at this scale don't require complex or enterprise-grade solutions to mitigate effectively.After testing numerous service providers, I observed that low-tier offerings frequently failed to provide sufficient filtering or effective anti-DDoS protection. Some mid-tier providers offered more capable defenses, such as custom traffic filtering algorithms or challenge-based systems like captchas to mitigate botnet traffic. However, when operating under strict budget constraints, relying on third-party protection can become a process of frustrating trial and error.As a result, rather than relying solely on external mitigation providers, I proceeded to design ways for low-cost, in-house protection mechanisms tailored to the attack patterns most commonly encountered in this environment, which I'll be outlining without going into deep technical detail. Those interested may contact me for details.At the scale of small to mid-sized game servers, the majority of disruptive traffic tends to originate from automated tools or commodity botnets that are effective at generating volume but lack the ability to accurately emulate full client behavior at the application layer. While proxy-based attacks are more capable, they would require custom tooling and knowledge of the client-server interaction model to be effective.To exploit this distinction, the system defaulted to a deny-by-default posture: the game service itself was not directly reachable. Clients were first required to pass through a controlled admission phase on a separate endpoint, where a verification exchange was performed using authenticated client data and multiple contextual identifiers. Only after successful validation was temporary access to the game port granted, while invalid or malformed requests triggered rate limiting or temporary blacklisting at the authentication layer.The client-side logic responsible for generating this verification data was hardened through encryption and obfuscation, raising the cost of replication and making automation difficult. While a sufficiently motivated adversary could reproduce the behavior with custom tooling after reverse engineering the client behavior, this approach proved highly effective against the prevalent attack methods observed in practice, without requiring enterprise-grade infrastructure or solutions.In practice, this model functions as an application-layer admission control system. By increasing the strictness and complexity of client authentication and validation, it significantly reduces exposure to low-effort automated attacks without materially impacting legitimate users.The approach is extensible and can incorporate intermediary systems to offload verification and absorb abusive traffic. Cloud-based identity and edge services, such as managed authentication layers or WAF-backed entry points provided by platforms like AWS or Azure, can be introduced during the admission phase rather than in front of the game service itself.In constrained environments, this model can also be adapted to platforms not originally designed for traffic gating. Discord-based admission flows, implemented via bots, introduce additional friction but can function as a viable alternative where service disruption is frequent and attacker sophistication remains limited. In this context, Discord acts as an abuse sink and a human-proof-of-work mechanism for authentication.While these additional authentication steps may inconvenience some users, the trade-off is often preferable to sustained service instability or complete downtime. In this context, a deny-by-default posture combined with explicit whitelisting prioritizes service availability and operational stability over frictionless access.Ultimately, when attacker sophistication is limited and resources are constrained, pragmatic in-house filtering strategies can outperform generalized outsourced defenses. At this scale, stability is often achieved not by going for expensive solutions, but by creatively implementing gating mechanisms and repurposing available tools to reduce exposure and enforce controlled admission. Defense, in this context, is less about perfection and more about denying attackers the convenience they rely on.


Ms. Dysphoria

03.01.2025




Art & Design


Info
This section features some of my solo works alongside brief information on the knowledge I possess.
2D DesignMap DesignUI DesignComposition3D Texturing3D Hairstyling
3D Clothing3D Prop DesignLogo Design2D Animation


2D Design



Artworks painted in Clip Studio Paint and Photoshop. No AI was used in the process and I can always livestream to provide proof of work.I've been involved in photo manipulation and digital painting as a hobby for over a decade. However, due to recent advancements in AI image generation, I’ve shifted focus toward other fields. I still engage in 2D design mainly as an editor adjusting visual assets, correcting artifacts, and ensuring visual coherence.



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UI Design



Created on Unity with 2D/3D URP. I designed, developed, animated, composed the soundtracks and created levels for the menu from scratch. Examples shown above are my first 3 attempts at creating functional and graphical user interface. Instead of the animation feature on Unity Editor, I rely mostly on coroutines to handle the visuals.

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3D Texturing



When it comes to texturing, my specialty is skin, along with various facial features such as eyebrows, eyelashes, makeup, tattoos, scars, and other skin imperfections. I have created numerous textures and maps for character customization in several social games. I also work with real-life photographs, morphing and reworking them into usable textures for games. I paint normal maps by hand to further enhance the designs. In addition to that, I can also prepare blendshapes through 3D sculpting (morphs) for face customization and I am familiar with shaders.When the shader supports multiple maps for advanced customization, I create all assets as separate maps for each supported layer.


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3D Clothing



While I’m not experienced in modeling wearables from scratch (except for accessories), I have worked on plenty of meshes and I am able to modify and prepare game-ready assets. The examples above aren't my work, rather meshes I was tasked with integration. My workflow involves morphing, preparing item mask to hide body parts to prevent clipping, setting up UV for maps, creating RGB color map or setting up elements for in-game coloring customization, weight painting clothing accordingly (e.g., skirts requiring a delicate approach to ensure smooth animation without clipping), and adding blendshapes when needed for customization (e.g. skirt length, cap length/width, form variations for wings). In the end, I can integrate any kind of wearable, and if ever needed, I can improvise on Marvelous Designer.


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Placeholder

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Map Design



Map designs created using the 2D Universal Renderer Pipeline in Unity Editor. Sprites are sourced from real-life photos, processed in Photoshop, made transparent, refined and adjusted before being placed in a 3D environment, applied 2D lighting and created visually seamless parallax maps.I compliment my maps and improve further through custom-built shaders, particle effects, and coroutines for special effects.


My original custom Lit Auto-Normal Sprite Shader for 3D URP



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Composition



FL Studio has been my favorite digital audio workstation since 2010. I primarily compose using a MIDI keyboard or the piano roll, working with VST plugins and effects. I can compose in any needed genre, including classical, rock, medieval, new age, and synth-based music.
I have several albums and I am also present on Spotify

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3D Hairstyling



Hairstyling is my specialty in 3D modeling. I have created many customizable hairstyles for various social games. Mostly designed low-poly, typically ranging from 5,000 to 15,000 polygons. My workflow for creating hairstyles includes building from hair cards or morphing provided hair meshes to fit characters, optimizing polygon count while ensuring smooth animation. I fix visual artifacts, adjust UV maps, prepare textures, create tri-color gradient color masks for dynamic coloring. I refine weight paint to ensure clean animations, add blendshapes for compatibility with head accessories, and create LODs for optimization.In addition to all that, I am also experienced in hair with physics: I can groom and fine-tune simulated hairstyles.


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3D Prop Design



Besides hairstyles, I can also design 3D props. I use reference images to replicate objects in a 3D environment. While organic modeling isn’t my strength, I make do with hard-surface modeling.My workflow mainly prioritizes speed, aiming for artifact-free results with clean maps and normals, without spending unnecessary time on overly fine topology for static objects.


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2D Animation

I am familiar with basic rigging, puppet animation and video editing, mainly using After Effects and Filmora. However, I am only able to handle basic tasks, as this is not a field I have spent much time on.Below is my most recent work, Wendy the Wendigo, which I designed from scratch on a skin paper for tattoo, painted, animated, video edited, and voice-acted, as well as the timeline as the proof of work.

Wendigo Animation
Wendigo Animation




Software Development & Design


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I have experience in developing WPF applications and using Blend for storyboard-based visuals. I am accustomed to creating custom tools to assist developers and handle administrative tasks. Additionally, I have experience in integrating diverse applications, databases, and web services to ensure seamless functionality across systems. This includes the development of external console applications that support core applications.
My primary language is C#, though I can also work with related languages (e.g., JavaScript) to a degree.
Regarding API usage, I have worked with several APIs, Unity Engine being my specialty, however I believe it is unnecessary to list them individually, as I consider the ability to work with any well-documented API a fundamental skill.



Integrity Verifier




File Synchronization Tool

Extracts file records from a root directory and compares against another root to detect missing, excess, or mismatched files. Useful for keeping files in sync across clients.



Bulk Replacer




Batch Find & Replace Utility

Functions similar to Notepad’s Find & Replace, but operates on file names and file contents across an entire selected directory, with optional inclusion of subdirectories.



Backup Automator




Automated Backup Tool

Backups specified files or folders at set intervals, with optional compression. This is particularly useful for games such as 7 Days to Die and Minecraft, which lack native support for managing multiple save files.




File Shredder




File Shredder

Attempts at secure deletion to reduce recoverability. While not guaranteed on all file systems, this tool is useful for bulk deletion of files identified via naming or content-based key codes in emergency.



Cryptic Transmitter




Encrypted Chat Software

A basic open-source real-time peer-to-peer chat application with end-to-end encryption designed as an experimentation. It automatically opens a port to establish connection and transmits direct messages without needing a third party server. I designed it for people wanting full transparency in mind. Either VPN or IPv6 is suggested due to the restrictions of CGNAT.



Advanced Rich Presence




Animated Discord Rich Presence

A custom Rich Presence system for Discord that supports animated buttons and images, which makes it possible through coding custom behavior for display with prompts.



Automated Whitelister



Whitelisting Server Application For Gating

A server-side application that listens on a designated port and receives encrypted client authentication requests. It verifies request authenticity and, if valid, adds the client’s IP address to a firewall whitelist. Repeated invalid requests potentially originating from botnets are ignored and blacklisted, helping to protect critical ports. This system can be integrated into launchers or games, with a method call executed prior to connecting to the game server, ensuring safer player connections.I do not consider myself a cybersecurity expert; this was a makeshift solution I developed while dealing with DDoS attacks as an administrator, and it proved to be effective in practice.



Anti-Whitelister



Automated-Whitelister Exploit & DDOS Tool

A software tool that mimics requests to Automated Whitelister and throttles it using proxy servers by continuously sending valid requests. This results in specific ports being opened for the proxies on the server, enabling a denial-of-service scenario. The tool relies on reverse engineering to replicate the method for authentication and uses a proxy list to initiate the attack. It is an experiment on how I can exploit my own security systems.





Discord Development & Design


Info
When it comes to Discord, I am experienced in creating and designing servers using a wide range of Markdown, custom embeds, and webhooks. I design animated icons and banners and incorporate unique Unicode characters to enhance visual appeal.
I can develop third-party plugins and custom bots using WPF and C#. I also have experience with Discord Rich Presence and can design and integrate it into games, even those without native support for the Discord SDK or the framework.
In addition to that, I am a former BetterDiscord developer and released plugins for the platform.



Rich Presence

Discord Rich Presence Integration

My projects, Unity Editor – Discord Integration and Advanced Rich Presence, focus on designing custom Discord Rich Presence profiles, including animated elements, prompts, and timers. I can create dynamic and animated Rich Presence integrations for games, applications, and even individual user instances within the operating system. For unsupported or outdated, I design Rich Presence through external applications, handling communication via inter-process communication (IPC).




Plugins



Discord Font Changer

A BetterDiscord plugin (no longer in service) that customizes letters, numbers, symbols, and even space width, essentially functioning as a character converter. This was my first attempt at developing a plugin for any software and my first experience with JavaScript, a language I initially knew little about aside from its similarity to C#.




Bots



Discord Bot With Interface

A Discord bot using WPF and C#. It can send messages in servers and handle direct messages, join voice channels and convert text to speech through voice synthesizer, stream audio files, and respond to user messages through ChatGPT.




Webhooks



Webhook Utilization For Tasks

I utilize webhooks to transfer information from applications. For example, I developed an in-game security system that detects and reports user activity, such as chat messages containing profanity or the presence of blacklisted processes, by sending alerts to a designated Discord channel and tagging staff members.



Group Design & Management



Layout Design For Groups

I design Discord servers using emojis and a variety of Unicode characters to improve visual presentation. I also use Markdown effectively to create organized and visually appealing updates and changelogs.




Embedding



Layout Design For Groups

I design embeds in various formats to deliver announcements and information in clear and engaging ways.





Articles


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Archive for my articles.