My name is Wes Morosan, and I am a graphics programming hobbyist seeking a platform to share my discoveries, exploits, and mishaps—something I hope this website will fulfill—while also serving as a portfolio showcase. I have extensive experience developing robust frameworks, primarily adjacent to game development, with a strong vested interest in rendering for both real-time and offline applications.

Academic Projects

Galaxy Golf - Graphics Programmer

Galaxy Golf is a 2D physics-based mini-golf game set amidst the vastness of space. Navigate through a variety of intergalactic bodies and cosmic phenomena as you aim for the engulfing black hole. Additionally, celestial physics adds a challenging twist, with gravity wells and the teleporting nature of wormholes making it all the more difficult.

This project consisted of an 8 person interdisciplinary game team that included other programmers and game designers, where we developed a 2D engine from scratch in C++ and OpenGL using an Entity Component System.

My responsibilities:

  • Setup and established the graphics pipeline

  • Created a mesh system that allows for sprites, textures and text to be rendered

  • Everything VFX related from simple particle trails to postprocess shaders

  • Created a particle system framework that used batch rendering to support up to 1M particles at 60fps

  • Assisted in development of a robust editor system that allowed designers to easily create levels and manipulate components

Moonlight Meadow - Ongoing Unreal Engine 5 Project

A cozy exploration-focused planting game that sees Devana, a nifty gardener witch who isolated herself from the world as a preventative measure, as she takes on a corruptive force that has enveloped the forest she calls home.

My primary focus has been collaborating with the environment and concept artists to have establish a clear vision for project. I have found myself pursuing more technical art challenges due to given demands, as a result of this.

My responsibilities:

  • Created various multi-purpose shaders via material graph and HLSL, as well as visual effects through Niagara.

  • Created a highlight Laplacian edge-detection postprocess shader that compares adjacent pixels depth values in a 3x3 matrix to determine camera-relative mesh edges used for object interaction highlighting

  • Animated a sea shader that uses procedural noise wave patterns to provide a water simulation

  • Created dynamic 2D and volumetric fog effects

  • Implemented spatial audio and created a dynamic footstep system for different surfaces

  • Set up a landscape RVT for procedural level generation, populating the scene with artist dictated assets and did level design blockouts for varied environments.

  • Aided in gameplay programming for various systems including: Corruption system, plating system and crafting system

Personal Projects

Shortly after “completing” my first fully featured pathtracer I immediately had the urge to write a brand new one, to iron out all the kinks that I had encountered in my previous attempt, yet I decided instead to see how far I could speed up a simple cornell box scene by porting the project to cuda resulting in an image generated almost 20x faster with the same number of samples. (right)

I am also currently developing a state of the art offline renderer on the cpu, employing techniques sourced from siggraph and external research papers on rendering techniques and sampling.

(left) shows an image generated using multiple imporance sampling that reduces computation time while keeping bias to a minimum

Planet Rebirth

Goo Easy

Additional information on itch, where I host my public game jam submissions:

https://raresmorosan.itch.io/