Unity engineering
Runtime systems, editor tooling, rendering constraints, and architecture that stays readable under pressure.
01 / Foundations
A Wabi-Sabi approach to engineering.
Production-grade tools, developer systems, and purposeful applications, with ongoing research in computational topology. Designed and built by Vav-Labs in Turin, Italy.
TURIN, ITALY / COMPUTATIONAL TOPOLOGY RESEARCH / 2026-05-14
Runtime systems, editor tooling, rendering constraints, and architecture that stays readable under pressure.
Profiling-first workflows for bottleneck isolation, risk reduction, and shipping decisions grounded in evidence.
Documentation, product positioning, and case-study writing that helps tools look credible before they scale.
02 / Tools
Commercial Unity tool
Asset Store-readyCommercial Unity Editor tool for capturing Play Mode bug evidence and exporting structured debugging reports.
Public engineering work
01 / tool
ShippedGodot 4 editor plugin for project hygiene diagnostics and export-ready reports.
02 / tool
LiveReal-time volumetric raymarching with signed-distance-field primitives in Unity URP.
03 / tool
ShippedStreaming encrypted archive tool for files, folders, and Unix-style pipelines.
Published products
The site should make it easy to verify that Vav Labs ships, maintains, and supports real software. That signal matters now, even before the content model expands into dedicated product and case-study pages.
03 / Case studies
Each case study in this phase is still a compressed signal. The layout needs enough structure to hold future expansion, but the current page must already communicate systems thinking clearly.
01 / study
Rendering architectureExplore signed-distance-field rendering inside Unity URP while keeping the implementation understandable and measurable.
Shader architecture, screenshots, and technical write-up planned.
02 / study
Frame budget recoveryInvestigate CPU/GPU bottlenecks under mobile VR constraints and prioritize changes that protect frame timing.
Before/after timing notes and optimization checklist planned.
03 / study
Editor tooling productTurn a recurring production debugging pain into a clear Unity tool with docs, support boundaries, and product positioning.
Product page, demo flow, and documentation planned.
04 / study
Maintainable systems designDesign data and runtime systems that can grow beyond prototype code without losing clarity.
Architecture notes and repository links planned.
04 / Notes
The one-page version should hint at the future content model without pretending those articles already exist. The layout needs to support calm, technical reading from the first release.
01 / note
PlannedA practical boundary-first approach for projects that need to stay testable and readable.
02 / note
PlannedThe first rendering and pipeline checks I make before deeper optimization work.
03 / note
PlannedPackaging, documentation, support, and source-protection tradeoffs for tool publishers.
05 / Contact
I work on Unity systems where maintainability matters: editor tooling, runtime architecture, rendering experiments, optimization workflows, published apps, and production recovery.
The next stage is multipage. The current responsibility is simpler and stricter: make the homepage precise enough that the later split into tools, studies, and notes feels like expansion, not repair.