Hi, I'm Andres Sweeney-Rios
I'm a California-based software engineer specializing in interactive web applications, gameplay, and real-time graphics. I also work across backend engineering, UI/UX design, and tooling.
Projects
TripShred(GAME STUDIO)
8-ball pool(Gameplay, Graphics, Networking)
This browser-based 8-ball pool prototype combines a custom billiards simulation, 3D rendering, and relay-backed multiplayer. Simulation, rules, rendering, and networking are separated; command replay, state hashing, and reconnect recovery support multiplayer consistency. Bot opponents evaluate simulated shots using power, spin, and elevation.
Localized into 21 languages across 25 locales, with automated Playwright UI and visual regression tests covering layout, text scaling, and interactions.
Architect Engine(Frontend, Gameplay, Graphics)
Native WebGPU game engine I built in TypeScript, featuring a custom deferred renderer with a stylized post-process stage using palette quantization and ordered dithering. The runtime uses an ECS-style state model and Rapier3D physics integration. To compress the 3D assets, I built a custom GLTF pipeline that packs color channels and atlases textures.
CrazeOh(Frontend, Gameplay, Graphics)
Anomaly horror game I built in Three.js with custom post-processing shaders and a 3D audio engine, featuring level design by Kemal Albayrak. We collaborated closely for several months, releasing in June 2025 on Itch.io.
Will you uncover the truth behind CrazeOh's disappearance? Or will you become part of the stream?
Experience
Health(April 2024 - Present)
HEALTH+ Launcher(Frontend, Backend, Design)
I designed and developed the original HEALTH+ launcher in close collaboration with the band, creating a custom platform for patrons to access exclusive content, behind-the-scenes media, and early releases. The project included the initial build and subsequent updates.
HEALTH+ Platform Redesign(Design, Frontend, Backend, Tools)
I redesigned HEALTH+ with a searchable media library, audio playback and downloads, and personalized accounts with badges, stats, and unlockables. I handled the product and UI design alongside frontend and backend development.
I also built content administration and media-processing tools, passwordless login, and Patreon and Discord integrations. When Patreon webhooks became unreliable, I developed automated membership reconciliation to keep patron access and Discord roles in sync.
Amihan Entertainment — Contract(Feb 2025 — Sep 2025)
Farm Frens(Frontend, Gameplay, Graphics)
I returned to Amihan on a separate contract, consulting on frontend and WebGL development. I worked on the rewrite of the Farm Frens mobile game, focusing on improving performance and building minigames in Cocos Creator.
Kraken(Aug 2024 — Feb 2025)
Marketing Department(Frontend)
I contributed to marketing-site publishing workflows, internal CMS tools, and technical SEO for the learning center. I also helped frontend colleagues improve code quality and development practices.
Amihan Entertainment(Jan 2021 — May 2024)
3D Browser Game Prototype(UI, Art Pipeline, Gameplay)
Engineering lead on a 3D browser-game prototype, covering a complete gameplay loop, world-space UI, shader experiments, performance benchmarks, and art-pipeline tools.
Everseed(Gameplay, Tools, UI, Web, Graphics)
Players grow plants to defend against enemy waves in this roguelike tower-defense game. My work focused on software architecture, gameplay systems, UI, and tools for creating game content.
Aestell(Sept 2019 — Feb 2020)
Supscript(Frontend, Backend)
Supscript notified subscribers about limited-item releases. My work covered team leadership, the customer dashboard, subscription billing, and administration and analytics tools.
Emails.GG(Frontend, Backend)
Emails.GG brought multiple email accounts into one client, with filters for important messages. I designed and built the frontend, then maintained backend services after launch.
















