About Me

Hi! I’m Hazel. I’m a realtime tech & VFX artist in the Seattle area, and have also previously worked as a gameplay programmer & network engineer.

I’m passionate not just about making cool effects, but also making sure those effects communicate all the right information to the player. I’ve also got plenty of experience working directly with both artists and programmers to make sure everybody on the team has the right tools to make their job as smooth as possible.

I’ve worked with Unity, Godot, and Unreal. I’m also experienced with tools such as Effekseer, EmberGen, and Blender, as well as custom engine tools.

Speaking of custom engines, not only am I experienced in creating shader systems, visual effects, and artist tools, I’m also proficient in a very wide selection of programming languages – I’ve used Rust, C, C++, C#, Python, JavaScript, TypeScript, Wren, GDScript, and more. I have experience working on desktop, mobile, and console development. I’ve even dabbled in Dreamcast development! (have I mentioned I’m also very passionate about optimization, even on extremely limited platforms?)

Previous projects I’ve worked on:

  • Cluster Fudge (Brambletyne) – Gameplay programmer
  • Space Probe (Brambletyne) – Gameplay programmer
  • Armajet (Super Bit Machine) – Gameplay programmer, engine programmer, network engineer
  • Wizard With A Gun (Galvanic Games) – Gameplay programmer
  • Spirit Crossing (Spry Fox @ Netflix Games) – Tech & VFX artist

Contact / Socials

Email: glairedaggers@gmail.com

BlueSky: @glairedaggers.bsky.social