UE5 Technical Art Breakdown: Widgets & Materials. ♦ A showcase of various UI tools and materials developed in Unreal Engine 5. ♦ Core Technologies & Techniques: ♦ Frameworks: Slate, C++, and UMG. / Visuals: UI Post-processing & advanced Material Graph. / Logic: Applied maths for dynamic behaviors. ♦ Key Feature: Developed a custom "CSS-like" system to globally drive the glass material theme, removing the need to manually edit individual widgets.
ASH
HELL
Thoughts on tech art, design & code
I took the text-based lore from Final Fantasy XIV and built Divinastro—a standalone web app. This mini-game doesn't actually exist in the official video game. I wanted to build a fun, interactive experience for the community by translating abstract written rules into a clean Python backend engine. The Goal: Turning Specs into Software Taking written rules from a book and turning them into a functional web app is a great exercise in pure logic. The goal with Divinastro was to take the official card-drawing and fortune-telling mechanics described in the lore and implement them into a mathematically, bug-free automation engine. I did this entirely on my own, acting as the sole architect, backend engineer, and frontend designer.
Quick Summary: I built and deployed ash-hell.com from scratch using Django. Instead of using a generic CMS like WordPress, I wanted to build my own infrastructure to serve as a central gateway for my standalone web apps (like LoreFinder or Les Archives de Gubal) and host my media portfolios. The Vision: A Portfolio That’s Actually a Production Environment For a software engineer, a portfolio shouldn’t just be a static résumé—it should be a live proof of your architectural capabilities. My goal was to move away from rigid, pre-built solutions and build a secure, unified ecosystem, this is funnier and I am free to build it as I want. I wanted a single hub that could do two things smoothly: host and orchestrate independent web applications under one roof, and serve heavy mixed-media assets (art, photography, and documentation) with zero lag.
I engineered LoreFinder, a dedicated search engine designed to index and query the massive, unstructured narrative data of Final Fantasy XIV. Acting as the sole developer and data engineer, I built a custom ETL pipeline to extract textual lore from game files, clean out the gameplay noise, and serve it through a fast Django-powered interface.
Quick Summary: I designed, deployed, and currently administer Les Archives de Gubal, a dedicated wiki platform (MediaWiki) for the French-speaking Final Fantasy XIV community. As the sole sysadmin and product owner, I built a containerized architecture using Docker to handle hosting, automate backups, and structure a massive knowledge base.
Leveraging the OWASP reference blueprint, the objective of this initiative was to break down legacy silos between Cybersecurity and Software Engineering (Dev/QA) teams. Traditional security processes often created friction and throttled DevOps velocity. The core challenge was to architect a highly automated, scalable Proof of Concept (PoC) capable of centralizing vulnerability flows without overwhelming developers with false positives.
Quick Summary: I designed and built an automated infrastructure to deploy network security modules on isolated, stand-alone physical servers. Working as the sole engineer on this initiative, I set up a centralized management server capable of taking a blank bare-metal machine, automatically provisioning its hypervisor via PXE (Razor), and orchestrating its secure configurations and virtual workloads (Puppet / vSphere).
Quick Summary: I led the design, deployment, and validation of a Proof of Concept (PoC) using Apache Guacamole. The goal was to test a browser-based, clientless remote desktop gateway that could replace traditional VPNs, making remote infrastructure management simpler for our tech teams while keeping connection logs tightly audited.