commercial / 2021-2023
PixiJS & Browser Rendering Work
Graphics engineering and next-generation browser rendering technologies.
Worked closely with members of the PixiJS team on rendering-related development, WebGPU/WGSL work and browser graphics technologies during my time at Playco.
Engineering Context
This work sat between creative production and browser engineering. The projects were usually public-facing, visually led and time constrained, but the difficult part was making the interaction hold up across devices rather than just assembling screens.
I owned frontend and rendering-heavy implementation across browser games, promotional experiences and experiments involving Progressive Web Apps, mobile AR, WebGL shaders and PixiJS/Odie-based interaction.
The recurring problems were practical: keeping animation smooth on lower-end devices, adapting input between touch and pointer contexts, translating designer-led motion into maintainable code and making experimental rendering work reliable enough for client delivery.
Problem
- Rendering and performance work needed to support browser-based games, Discord applications and interactive web experiences across varied devices.
- WebGPU and WGSL-related work required adapting rendering and shader thinking beyond established WebGL patterns.
Approach
- Worked on rendering and shader functionality for WebGPU/WGSL support.
- Developed custom rendering filters and visual effects.
- Contributed rendering-related fixes and framework improvements.
Interesting Bits
- WGSL filter rewrites for WebGPU compatibility
- Custom rendering filters and visual effects
- Blend mode support
- Interaction and rendering pipeline updates
- Shader-driven rendering behaviour
Outcome
- Built deeper practical experience with browser rendering pipelines and graphics framework internals.