Josh Wright / Portfolio 000
Portfolio / 2026 Tempe, Arizona

Josh Wright

Josh Wright

Building AI that brings art to life

01 About

AI Engineer

Hey, I'm Josh. I'm an AI engineer graduating from Arizona State University in May 2027 with a B.S. in Computer Science. I build AI systems people actually use, like vision models for motion capture, agents trained on custom GPU simulators and the infrastructure that lets AI agents share one machine. At my internship at UNOMi I fine-tune the vision models behind markerless motion capture and host them on Microsoft Azure. I also built FIREFIGHTER, an open-source scheduler that keeps AI coding agents from fighting over a computer's GPU, CPU and RAM. I started out keyframing characters by hand, so animation is where I want to take AI research next. Some of my personal work includes Trust No One, which placed #9 out of 2,253 entries in the Brackeys Game Jam, and AtOMoC SHeLiS, which will be on Steam shortly. I post what I'm building on YouTube, so if you're hiring or want to work on something together, reach out!

Josh sitting on a rock at the beach
02 Selected Work

UNOMi

Software Engineering Internship, August 2026 - Present. Two-time Emmy-nominated studio.

I'm a software engineering intern at Pixel Pirate Studio, a two-time Emmy-nominated animation studio in Los Angeles. The studio makes UNOMi, which uses machine learning to generate 3D character animation. I work on the markerless motion tracking coming in UNOMi 3D, which turns camera footage of a performer into animation. I fine-tune the vision-to-motion models and host them on Microsoft Azure. I also build and test the UNOMi plugins for Maya, Blender, Unreal Engine and Cinema 4D. The internship runs through May 2027.

Animation Tools, Motion Tracking, Machine Learning, Computer Vision, Model Fine-Tuning, Microsoft Azure, Python, 3D Animation Pipelines, Debugging & Optimization

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Trust No One

Game Development, August 2026. Placed #9 of 2,253 games.

I put together a team of six on Discord for the Brackeys Game Jam 2026.2 and we shipped this Unity game in one week. I led design and decided what made the cut. I also designed the core combat, programmed the party members and their upgrade systems in C#, drew some of the items and built the game's promo website. It placed #9 out of 2,253 entries and was the 14th most popular, and Brackeys mentioned it in their jam video.

Team Leadership, Project Planning, C#, Unity, Gameplay Programming, Systems Design

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There's No Place Like 127.0.0.1

Game Development, September 2026. Highest scored pitch at the AZ Game Cup.

I created and led the six person team that represented ASU at the AZ Game Cup 2026, directed the project, and gave the pitch that judges scored highest. We took 2nd place and $150 per team member, and this is an expanded version of what we built. I scoped the work so six people could actually finish in 48 hours, and I programmed the procedural generation that lays out a new set of upgrade floors every run.

Team Leadership, Project Planning, Pitching & Presenting, C#, Unity, Procedural Generation

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3D Animation Reel

3D Animation, September 2025. TV quality animation.

Every shot in this reel is hand keyframed on existing rigs. I made them to practice the 12 principles of animation, mostly posing, timing and weight. Doing this by hand is why I care how animation tools feel to use.

3D Animation, Keyframe Animation, Character Animation, Maya, Acting, 12 Principles of Animation

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Game Dev Club Club

Web Development, 2026. Created a club across 104 universities.

I helped create Game Dev Club Club, a network of student developers from 104 university clubs, and I help run its events by planning what each one covers and coordinating organizers across schools. On the website I worked between the design and engineering teams and built the Contact Us page in React, an interactive solar system where the sun opens a message form and each orbiting planet links to a platform.

React, JavaScript, HTML/CSS, Cross-Functional Collaboration, Team Leadership, UI/UX Design

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FIREFIGHTER

AI Infrastructure, November 2026. Coordinator for unmanaged AI agents.

I built FIREFIGHTER because I run several AI coding agents at once on one PC. They kept grabbing the same GPU, running out of VRAM and making my games stutter. It is the coordinator and scheduler for unmanaged AI agents, a local job queue for the GPU, CPU, RAM and network that every agent shares. I always come first, because it watches my keyboard, mouse, games and other apps and keeps capacity free for me. Agents queue their heavy work, and a GPU job starts only when its VRAM need fits, which it learns from past runs. Agents get priced tiers instead of bidding against each other. When I need the machine back, jobs pause or save and requeue instead of crashing. It is one Go binary for Windows, macOS and Linux and registers itself as an MCP server with 21 coding agents, including Claude Code, Codex and Cursor.

AI Agents, Go, Scheduling, MCP, Systems Programming, GPU Resource Management, Cross-Platform

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AtOMoC SHeLiS

Game Development, August 2026. Placed #12 of 150 games.

I designed and built this chemistry themed roguelike auto battler solo, where you buy elements each round and connect them into a growing molecule that fights for you. I made it for the Club Club Jam Jam, which I also helped organize and run, and it placed #12. Since the jam I have been turning playtest feedback into a roadmap and expanding it into a Steam release covering all 118 elements.

Godot, GDScript, Systems Design, Procedural Generation, Roadmapping, Playtesting & Iteration

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Gob Spin

Game Development, June 2026. Placed #140 of 3,498 games.

I led a small team through this one week build, a physics based action game where you play as a goblin who spins. I directed the design, split the work across the team, and implemented core systems alongside them. We placed #140 out of 3,498 entries in The Very Serious Juniper Dev Game Jam.

Team Leadership, C#, Unity, Physics Systems, Gameplay Programming, Game Design

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Slush Rush

Game Development, June 2026. Placed #69 of 434 games.

I designed and implemented the core mechanics while directing a small team through a one week build. I set the scope, decided early what to leave out, and shipped polished systems under a tight deadline. We placed #69 out of 434 entries in Comfy Jam: Summer.

Team Leadership, Project Planning, Python, Godot, Gameplay Programming, Systems Design

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03 What I Build

AI Systems

I turn AI research into systems that work. That means motion capture pipelines, vision models fine-tuned on cloud GPUs, agents trained on custom GPU simulators and the scheduler that lets AI agents share one machine. My next step is doing that research myself, focused on animation.

PyTorch / CUDA / Python / Computer Vision / Machine Learning / Model Fine-Tuning / Reinforcement Learning / AI Agents / MCP / Go

Animation Tools

Give me an animator's problem and I'll ship the plugin for it, in Maya, Blender, Cinema 4D or Unreal.

Python / Plugin Development / Maya / Blender / Cinema 4D / Unreal Engine / Keyframe Animation / Character Animation / Rigging

Gameplay Systems

I make games people want to play, from combat and upgrades to procedural levels, and I ship them on hard deadlines.

C# / C++ / Unity / Godot / Unreal Engine / Procedural Generation / Multiplayer Networking / Steamworks API

Software Engineering

I can own a product end to end, from a C++ game framework to the desktop app, the server and the cloud it runs on.

C++ / TypeScript / WebGPU / SDL3 / HLSL / React / Next.js / Electron / PostgreSQL / Docker / Microsoft Azure / AWS / Git / Team Leadership / Agile Sprints