I’m Aki Segismundo

I fell in love with modeling things before I ever cared about making them move. It started in high school robotics under FIRST, where computer-aided design pulled me in far more than the computer-aided machining it was meant to serve. That experience carried me into 3D modeling, and eventually into writing my own shaders to understand how game engines actually processed the models I built. I have followed that same instinct through AI-driven combat systems in Unreal Engine, rendering pipelines in Vulkan, and years competing at a high level in Valorant as an in-game leader for some teams, which shapes how I think about pacing and design as much as any technical project has. Alongside my technical work and competition, I've contributed to peer-reviewed research in VR/AR, published in IEEE ISMAR-Adjunct and IEEE Transactions on Visualization and Computer Graphics.