Michael Dembenski
Creative Technologist | 3D Web Developer | Game Engine Architect Portfolio: https://codepen.io/Michael-Dembenski
Professional Summary
Innovative Creative Developer specializing in high-performance 3D web graphics, procedural generation, and browser-based game engines. Expert in pushing the boundaries of the open web using Three.js, WebGL, and Vanilla JavaScript. Proven track record of building complex, self-contained interactive experiences—from physics-based sandboxes to evolutionary simulations—without reliance on heavy external game engines.
Technical Skills
• 3D Graphics & Shaders: Three.js, WebGL, GLSL (Custom Shaders), InstancedMesh Optimization, Signed Distance Functions (SDFs).
• Game Development: Physics Engines (Cannon.js, Cannon-es), Entity Component Systems (ECS), Raycasting, Collision Detection, State Management.
• Front-End Stack: JavaScript (ES6+), HTML5 Canvas, Tailwind CSS, DOM Manipulation.
• Audio & Tools: Tone.js (Procedural Audio), Web Audio API, WebXR, JSON Data Storage.
Featured Interactive Projects
Full portfolio available at codepen.io/Michael-Dembenski
Category 1: Custom Game Engines & Architecture
CELL EVO: Primordial Soup (Evolution Simulation) A multi-stage survival simulation blending 2D arcade mechanics with a 3D open world.
• Architecture: Engineered a seamless state management system that transitions the player from a 2D Canvas environment to a fully rigged 3D Three.js environment in real-time.
• Procedural Rigging: Developed a dynamic character editor allowing users to attach body parts that influence gameplay stats; implemented Inverse Kinematics (IK) for procedural walking animations.
• Tech: Three.js, Vanilla JS (ES6+), Custom Vector Physics.
POLYFIGHTER 95 (Fighting Game Engine) A self-contained 3D fighting game engine paying homage to 90s arcade pioneers.
• Physics Implementation: Wrote a manual physics engine handling hit detection, damage calculation, knockback, and camera interpolation.
• Content Tools: Built an in-game Character Creator and Level Editor, demonstrating strong UI/UX skills alongside core logic.
• Tech: Three.js, Web Audio API, Low-poly Modeling.
Voxel Chaos Sandbox A comprehensive physics playground inspired by Garry's Mod.
• Physics Integration: Integrated Cannon-es to handle complex rigid body simulations, gravity manipulation, and time-scale (slow motion) features.
• Scripting: Created an in-game "Coder" tool allowing users to write simple scripts for object behavior (move/spin/wait).
• Tech: Three.js, Cannon-es, Voxel Grid Logic.
Category 2: Procedural Generation & Optimization
Toronto Voxel Nights A massive-scale city renderer focusing on performance optimization.
• Optimization: Utilized InstancedMesh to render 500,000+ individual voxels while maintaining high frame rates.
• Visuals: Wrote custom vertex and fragment shaders for animated water effects and integrated post-processing (UnrealBloomPass) for neon aesthetics.
• Tech: Three.js, GLSL, Instancing.
Gemini 3 Voxel Head Engine Real-time procedural geometry generator.
• Math Concepts: Applied Signed Distance Functions (SDFs) to define complex organic shapes (human heads) mathematically rather than loading static models.
• Interactivity: Implemented voxel expansion algorithms to create real-time disintegration and particle effects.
Category 3: Web Apps & Utilities
Horizon Worlds Image Resizer A privacy-focused image processing tool.
• Client-Side Logic: Leveraged the HTML5 Canvas API to crop and resize images locally in the browser, ensuring zero server-side data transfer.
• UI Design: Built a responsive, drag-and-drop interface using Tailwind CSS.
Professional Experience
Freelance Creative Developer [Dates]
• Conceptualize and develop interactive web experiences using the Three.js ecosystem.
• Translate complex mathematical concepts (SDFs, Raycasting, Vectors) into playable, visual web content.
• Optimize graphic-heavy applications for browser performance, ensuring cross-platform compatibility.
Education
BCIT Game Design & 3DS Max