01 / Simulation

Tornado Vortex Simulation

Developed in Unity using the new ECS (Entity Component System) architecture, the simulation renders hundreds of thousands of fully particles in real-time.
The tornado physics are grounded in real-world equations and atmospheric modeling, with customizable parameters for altitude-based wind speed, drag, pressure systems, and more. To maintain performance at scale, heavy calculations are precomputed and cached depending on each particle's position relative to the vortex.

02 / Game

The Last Reservoir

The Last Reservoir is an environmentally story driven adventure game. Work with the resistance group to take down the elitist nobility exploiting the starving and suffocating populaces.
Your job is to infiltrate, investigate and expose the truths about the missing people and constant stream of job applications for test subjects.

03 / Simulation

Ray Tracing Graphics Simulation

A deep dive into realistic image synthesis, this project implements a custom ray tracing engine designed to generate photorealistic scenes by accurately simulating light–object interactions.
Developed in C++ and GLSL, the engine features a fully configurable pipeline where users can adjust key settings—rays per pixel, maximum bounces, focus distance, and various diffusion methods—to tailor the rendering process

04 / Game

Ocean Outcasts

A survival, roguelike management game set in the crushing depths of the ocean. Players assemble a crew and descend into the abyss in search of a mysterious goal—but every dive brings new dangers and mounting pressure.
As the mission unfolds, players must balance critical resources: oxygen, hull integrity, navigation systems, and the production of weapons to defend against increasingly nightmarish sea creatures. Every decision can mean life or death for the crew, and every dive is a step deeper into the unknown.
Inspired by themes of isolation, dread, and fragile hope, Ocean Outcasts challenges players to adapt, strategize, and survive where light cannot reach.

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05 / AI

Othello AI

An efficient, competitive Othello-playing artificial intelligence built using the alpha-beta minimax algorithm. To dramatically boost performance, the core logic was enhanced with a custom board-mapping function, resulting in a 400% increase in evaluation speed.
The AI achieved first place in a competitive Othello tournament, consistently outperforming other entries through speed and strategic depth.
The original Java version includes a graphical user interface and supports human interaction

The project was later rebuilt from the ground up in C++ as a headless engine, optimized purely for AI-vs-AI simulation and testing

06 / AI

Bachelor Thesis

This study explored automating badminton match annotation using machine learning and computer vision, with a dataset of 42 matches from Team Denmark.
It employed decision list and classification models, training on 37 matches and testing on 5. The serve model reached a 97.77% F1 score, while classification models had a lower average F1 score.
It found that serves could be detected with skeleton data from OpenPose, and duel ends with TrackNetV2 shuttlecock tracking, but duel classification was limited by overfitting.
The research led to a program helping coaches annotate matches more efficiently, suggesting a need for further research on duel classification.

Note: I can't share images nor source code as per my NDA with Team Denmark

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