Projects

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.