Portfolio | Shipwreck Discovery case study | LinkedIn | Resume
I am Andrew Rainsberger, a Game Developer and 3D Technical Artist currently contributing to Shipwreck Discovery, an underwater VR game for SteamVR and Meta Quest.
My work connects gameplay systems with the real-time asset pipeline:
- Build and validate coral growth, planting, placement, collision, and wildlife-balance systems in Godot.
- Retopologize coral growth-stage assets, prepare UVs, bake PBR materials, and deliver Godot-ready GLB files.
- Debug VR interaction behavior and add focused regression coverage for gameplay fixes.
Godot 4 GDScript OpenXR Blender Python GLB / PBR
View my contribution case study | Steam | Meta Quest
I build artist-facing Blender tools around real production friction. TerrainForge generates inspectable terrain tiles and surface data; Laser Saw performs controlled, capped mesh splits; Tidefront Asset Shelf supports repeatable export and catalog workflows. The portfolio evidence comes from installed add-on runs on real geometry, with output checks rather than mock UI.
TerrainForge case study | Laser Saw case study | Blender workflow
An independent underwater game and tools project spanning movement, camera states, abilities, HUD, simulation systems, multiplayer planning, authored Blender environments, and a dedicated terrain workbench. The Three.js runtime is one part of the project; the stronger story is the full pipeline from map authoring and asset preparation to playable systems and QA.
Game case study | Terrain Studio
I authored 10 commits for the Solar Atlas experience in Claude Citizen, covering navigation, pointer-lock safety, orbit selection, and visual polish. The work was reviewed and merged into another developer's project.
Review the merged pull request | Read the contribution case study
- Gameplay engineering: Godot, GDScript, OpenXR, C++, TypeScript, interaction systems, and regression-focused debugging.
- Real-time 3D: Blender, retopology, UVs, PBR baking, scene assembly, and game-ready export.
- Tools development: Python, Blender API, asset-pipeline automation, desktop tools, and clear artist-facing UX.
- Production habits: focused tests, visual proof, measurable output checks, and honest boundaries around work in progress.
Three.js and WebGL remain part of my broader experience, but my current focus is Godot/OpenXR game development, Blender technical art, and Python tools.
Before software, I completed electrical pre-apprenticeship training and served a season on a Job Corps wildland firefighting crew. That background still shapes how I work: respect constraints, communicate clearly, learn the system, and verify the result.
I am open to junior game development, tools development, and technical-art roles.



