Andrew Rainsberger
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Andrew Rainsberger

Game developer and 3D technical artist at AquaticXR. I build VR gameplay and real-time art for Shipwreck Discovery, in Early Access on Steam and Meta Quest.

Resume

This is the Professional view. for an underwater version with a depth gauge.You're in Dive mode: scroll to descend.

  1. 12 mShipwreck Discovery
  2. 24 mLionfish Reef Heroes
  3. 34 mSector War
  4. 42 mPlay in your browser
  5. 46 mVRBlender
  6. 50 mBlender tools
  7. 54 mMusic visualizer
  8. 58 mAdmin Rights
  9. 66 mVideo
  10. 80 mDive log

Shipwreck Discovery

A VR diving game set on real wrecks sunk as artificial reefs off Destin, Florida. I work on it full-time at AquaticXR, on gameplay systems and the real-time art pipeline, and I'm credited as a developer on its Steam page alongside Scott Gonnello and Ian McLennan.

Game Developer & 3D Technical Artist · AquaticXR · July 2026 to now · Godot 4, GDScript, OpenXR, Blender

In-game footage

What I do on it

  • Build and test coral growth, planting, placement and collision systems in Godot, and tune the wildlife balance around them.
  • Retopologize coral growth stages and large shipwreck assets, lay out UVs, bake PBR materials and deliver Godot-ready GLB files that hold up on Quest.
  • Build the seafloor critters for the experimental branch: about 40 species, from octopus and mantis shrimp to crabs, lobsters, urchins and sea slugs, each placed by its real Gulf of Mexico habitat, with jointed animation and behaviour that runs cheaply on Quest.
  • Track down VR interaction bugs and write regression tests so the fixes stay fixed.
  • Make the trailers and short videos the studio uses to promote the game.

Published by Lionfish Central, Inc. The source code is private.

Elkhorn coral: baked real-time result beside its retopologized wireframe
Elkhorn coral: baked result beside the new topology
In-game creature scanner showing a spadefish identification panel
Creature scanner, in the headset
Seafloor critters on the experimental branch, live game footage: the octopus crawls, swims, inks and hunts crabs; crabs fight claw to claw; the mantis shrimp strikes from its burrow; fish take crabs off the sand. Claude agents (Opus 5.5 and Sonnet 5.5) wrote the code; I directed, reviewed and filmed it.

Lionfish Reef Heroes

A pixel-art arcade game for Android and iOS. Lionfish have taken the reef; you dive in, spear them and bring the reef back across ten ocean habitats.

Team of three at AquaticXR, with Ian McLennan and Scott Gonnello · I built it with ChatGPT Codex writing the code · Godot 4.5 · Coming soon

Gameplay, recorded on device
From the trailer · watch the full trailer
Sector War galaxy view with empire borders, hyperlanes and the empire standings panel
Seven AI empires, two minutes in

Sector War

Real-time space strategy in the browser: the pace of an .io game with a slimmed-down grand-strategy layer. You never leave the galaxy view.

My own project · I built it with Claude Opus 5.5 writing the code · TypeScript · Node

  • Three modes, from a 20-minute blitz to a two-hour campaign. AI empires each have a personality; there's diplomacy and a Galactic Council.
  • Online multiplayer for up to eight players over WebSockets, on a deterministic engine.
  • 81 automated tests, including a full bot-vs-bot game, plus a headless soak runner and a Python balance model.
  • The whole game also ships as one 8 MB HTML file that runs offline in any browser.

Play it in your browser

Play in your browser

Things I've built that you can try right now, no install.

Shipwreck Discovery Aquarium

A live wallpaper I made from the game's own reef, wreck and creatures. The fish react to music and to your mouse: move fast to scare them, hold still and the curious ones come over, click to drop food.

Three.js · Blender · Wallpaper Engine · about 45 MB, loads when you press Play

Music Visualizer: an ocean-liner wreck on the sea floor, its portholes lit as a spectrum Play in a new tab

Music Visualizer

Ten GPU shader worlds that react to your music. It asks to hear your audio: pick the tab or screen that's playing and tick "Share audio". Press M for mouse control.

WGSL · WebGPU · Chrome or Edge

Frontline FPV: low drone pass over trenches and armour Play in a new tab

Frontline FPV

An FPV drone sim in Three.js with a rate-mode flight model, a generated frontline and air defence that shoots back. Keyboard or gamepad.

TypeScript · Three.js

Sector War galaxy view with empire borders and hyperlanes Play in a new tab

Sector War

My real-time space strategy game, the whole thing in one file. Start a quick game against AI empires, or press "Watch the AI play".

TypeScript · Canvas · runs offline

Gridpaper: a living-room blockout on a grid floor with numbered labels and the bevel panel open Open in a new tab

Gridpaper

A grid-paper design tool for explaining ideas to AI. Sketch a website layout in 2D or block out a room or game level in 3D, label everything, and export a picture plus a written description Claude can build from.

JavaScript · SVG · Three.js · GitHub

Organism Evolution: deer, crabs and fish on a low-poly island shore with palms, reeds and lily pads Play in a new tab

Organism Evolution

A god-game evolution sandbox. Thirteen species with neural-network brains evolve horns, armour and speed in a full food web, or start from single cells and watch them crawl onto land. Raise islands, drop meteors and tornadoes, change the climate, then see in the Species Explorer which lineages won and why the others died out.

JavaScript · Three.js · Blender · GitHub

VRBlender

Blender 5.1 inside PC VR. Hold a trigger to draw a box, sphere, cylinder or Boolean cutter at the controller tip, release to commit. The hand menu stays on the hand that opened it, and every tool runs on Blender's own APIs, so no paid add-ons are needed.

My own project · I built it with Claude Opus 5.5 writing the code · Blender 5.1.2 · OpenXR · Index and Quest controllers

View from inside the headset: a floating XR Workbench panel above a selected cube on Blender's grid
Captured from the headset view
VRBlender hand menu with create, draw-a-volume and native Boolean options
The hand menu: draw volumes and Boolean cutters

Blender tools

I write Blender add-ons in Python for the jobs I keep doing by hand: remeshing, edge loops and texture layers.

Python · Blender API · bmesh

Music Visualizer

Ten GPU shader worlds that react to every part of whatever's playing: the kick, the snare, the hi-hats, the tempo and the drop. It lives in the Windows tray, and the same shaders run in the browser and a Chrome extension.

My own project · Rust · wgpu / DirectX 12 · WGSL · WebGPU · built with Claude Opus 5.5 writing the code

  • A real-time analyzer splits the music into kick, snare and hi-hat hits, tempo and beat phase, the drop, section energy and even piano notes, and each look gives every signal its own job.
  • Each look is one WGSL shader, about half a millisecond a frame, so it stays full of detail at 4K full screen.
  • A frosted-glass UI drawn on the GPU, a window you can dock anywhere, mouse control, and colours taken from the current song's album art.
  • The same shaders run in a WebGPU web player and a Chrome extension.

Try it in your browser Project page GitHub

All ten looks, each around a drop

Admin Rights

A VR shooter set inside a computer, in pre-production. You're a freshly booted antivirus process. Every kill unlocks admin commands you type on a wrist terminal to spawn turrets, walls and vehicles in a destructible procedural city.

My own project · Godot 4 · OpenXR · Design spec written, prototyping now

Admin Rights skill tree screen styled as a code editor, with ghost and overclock ability trees
Skill trees you compile like code

Video

Trailers and shorts for AquaticXR

I make trailers and shorts for the studio's games, like the Lionfish Reef Heroes trailer. The Shipwreck Discovery shorts come out of a pipeline I built: Claude Opus 5.5 drives Blender to build, animate and render the shots, ElevenLabs voices the narration, and I direct and cut them. I also run the studio's YouTube channel: it started in September 2026 and passed 18,800 views in its first five weeks.

The whale that wouldn't let go
Orcas vs. a great white
Colossal squid

My YouTube channel

I run CurioCrafter on YouTube with my family: AI-made shorts that we write, pick and edit by hand. It has 94.5 million views and 88,000 subscribers (October 2026).

Making things for a feed taught me what holds a stranger in the first two seconds. I bring that to game feel, onboarding and trailers.

Dive logExperience

  1. Game Developer & 3D Technical Artist

    AquaticXR · Full-time, remote

    Shipwreck Discovery: VR gameplay in Godot and OpenXR, coral and shipwreck assets from retopology to GLB, regression tests for VR fixes, trailers, shorts and the studio's YouTube channel. Also Lionfish Reef Heroes.

  2. Independent developer and creator

    CurioCrafter

    My own games (Sector War, Admin Rights), Blender add-ons, a desktop music visualizer, and a family YouTube channel with 94.5 million views.

  3. Apprentice Electrician

    Malm Electrical Contractors, Longmont, CO · Productive Electric LLC, Englewood, CO

    Commercial electrical work, including a school build, with jobsite safety and field troubleshooting.

  4. Wildland Firefighter / Electrical Pre-Apprentice

    Trapper Creek Job Corps CCC, Darby, MT

    Electrical pre-apprenticeship training and a season on a wildland firefighting crew.

Toolkit Godot 4 · GDScript · OpenXR · Python · Blender API · TypeScript · Three.js · WebGL · C++ · Git

How I work I design, review and test everything I ship, and I use AI coding agents to move faster: ChatGPT Codex on earlier work like Lionfish Reef Heroes and the Claude Citizen Solar Atlas, and Claude Opus 5.5 since it came out, including on Sector War, Admin Rights and VRBlender.

Send me a message

It goes straight to my inbox, and I'll reply to the email you give. A LinkedIn message is even better: I can see who you are.

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