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VIEW MY PROFESSIONAL PROFILE
VISIT LINKEDIN →
I'm Griffin Hampton, a second-year Computer Science major at the University of Louisville's J.B. Speed School of Engineering with a 3.8 GPA. Oh, and I'm the one with red hair.
I spend pretty much every day on my computer, typically coding and listening to music. If I see something cool I will invest weeks of time into it, that's how I got into Three.js. I learned Blender and created (almost) all of these assets myself (my friend Seth made the sick lantern). My next venture is going to be solving 100 hard difficulty LeetCode problems (or find an internship/job).
• Python, C, C++, C#, Java
• HTML, CSS, JavaScript, React.js, Three.js
• Git/GitHub, VS Code, VBA
• OOP Design & Web Development
• AI Integration & UX/UI Design
• API Integration
• Built a professional sorting algorithm in Excel VBA that increased workflow efficiency by 35%
• Developed interactive web experiences using React.js, Three.js, and modern web technologies
• Former President of the Computer Science Honors Society
• Current Outreach Chair of Honors Student Council
• 50+ LinkedIn Skills & 10+ Certifications
I'm seeking a Spring/Summer 2026 Software Engineering/Computer Science/Game Dev/Web Design internship (literally anything in CS I love it all). Feel free to explore my portfolio and reach out if you'd like to collaborate/hire me!
griffinsdomain.com has evolved significantly since its initial creation, transforming from a simple portfolio into a comprehensive, interactive platform that showcases not just my work, but also my commitment to continuous improvement and modern web development practices.
What began as a straightforward portfolio website has grown into something much more sophisticated. Over the past few weeks, I've implemented major enhancements including a fully responsive mobile version, an interactive certifications carousel powered by Bootstrap, and an AI-powered chatbot for visitor engagement. Each addition represents both a technical challenge overcome and a step toward creating a more professional, user-friendly experience.
One of the most significant recent additions is the dedicated mobile experience. Rather than simply making the desktop site responsive, I created an entirely separate mobile interface optimized for touch interactions and smaller screens. This includes streamlined navigation with a hamburger menu, touch-friendly carousel controls, and mobile-optimized layouts that maintain the site's visual identity while prioritizing usability on mobile devices.
I've integrated a dynamic certifications carousel that displays my professional credentials from LinkedIn Learning and Microsoft in an engaging, interactive format. This Bootstrap-powered component features custom styling with company branding (including Microsoft's iconic four-color logo), smooth transitions, and indicator dots that show progress through the collection. Each certification card includes skills tags, direct links to credentials, and hover effects that enhance the user experience.
The site now features an AI-powered chatbot integration through Zapier Interfaces, and implimenting a restful API chatbot I trained, providing visitors with an interactive way to learn more about my work and experience. This addition demonstrates my ability to integrate third-party services and embrace emerging technologies to enhance user engagement.
The technical improvements span multiple areas: Bootstrap framework integration for the carousel functionality, custom CSS animations and transitions, responsive design patterns that work across all devices, and advanced JavaScript for interactive features. I've also implemented proper accessibility features, including ARIA labels and keyboard navigation support, ensuring the site is usable for all visitors.
The ongoing development of this website reflects my approach to professional growth - always iterating, always improving. Each update addresses real user needs while incorporating new technologies and design patterns I've learned. From the initial static portfolio to today's dynamic, multi-device platform, this site serves as a living demonstration of my development skills and commitment to excellence.
Looking ahead, I plan to continue expanding the site's capabilities with additional interactive features, potential backend integrations for dynamic content management, and further optimizations for performance and accessibility. The modular approach I've taken in building this site makes it easy to add new features while maintaining code quality and user experience.
This website represents more than just a portfolio - it's a comprehensive demonstration of modern web development practices, user experience design, and technical problem-solving. From responsive design to AI integration, from custom animations to accessibility considerations, every aspect reflects the skills and attention to detail I bring to every project. It's not just about showcasing my work; it's about proving I can deliver polished, professional solutions that exceed expectations.
This project was born from an undying curiosity to venture into CSV file maps, and served as a much needed refresher with excel. It would be no stretch to say that this game prepared me for eventually becoming the coding contractor I am today. What started as a silly game for me and my friends to play in high school turned into the spark that ignited my love for computer science.
FNAD World was the natural evolution of a high school idea that started as nothing more than a fun project between friends. Originally, “Four Nights at Dingles” was my attempt to capture the same sense of tension and creativity that made Five Nights at Freddy’s so memorable, but with my own spin. What began as an inside joke quickly grew into something more serious — my first real game. Building FNAD World was the first time I took programming beyond the classroom, pushing myself to design not just a game, but a full experience. This was the spark that made me realize computer science was more than a hobby — it was the career path I wanted to pursue.
Developing FNAD World required me to step into unfamiliar territory and adapt quickly. I used Python as the core language, but this time I focused heavily on data management. By leveraging CSV parsing, I built a system that could dynamically read, interpret, and generate large maps from raw spreadsheet data — essentially automating what would have otherwise been hours of manual work. Along the way, I reinforced my understanding of Excel data structures, file I/O operations, and modular program design. This project was also a lesson in balancing GUI design and gameplay logic, ensuring the game was both functional and fun to interact with.
With FNAD World being the technical third iteration of the FNAD idea, I would say it's a long way from being forgotten about. Honestly, this website could be seen as the fourth game, if this website is a game. I'll leave that up for you to decide.
I ended up using my skills learned with CSV files to build one of my biggest paid projects ever, it's insane to see how you can apply skills learned in weird places, to fully functioning, profitable ideas.. A bit of a run-on there, but the fact remains that I learned from FNAD World. And, I will continue to learn until I grow to be a programmer worthy of working at those big fortune 500 companies.
What started as a silly game for me and my friends to play in high school turned into the spark that ignited my love for computer science.
FNAD 2 was the natural evolution of a high school idea that started as nothing more than a fun project between friends. Originally, “Four Nights at Dingles” was my attempt to capture the same sense of tension and creativity that made Five Nights at Freddy’s so memorable, but with my own spin. What began as an inside joke quickly grew into something more serious — my first real game. Building FNAD 2 was the first time I took programming beyond the classroom, pushing myself to design not just a game, but a full experience. This was the spark that made me realize computer science was more than a hobby — it was the career path I wanted to pursue.
In creating FNAD 2, I applied a variety of skills that I had developed over the years. These included programming languages like C# and Python, as well as game design principles that I had learned through both formal education and personal projects. I also honed my skills in problem-solving and critical thinking, as I had to troubleshoot various issues that arose during development. Additionally, I gained experience in project management, as I had to plan and execute the development process from start to finish.
While FNAD 2 marked my first major project, it was far from the end. The lessons I learned from its development continue to influence my projects today, whether I’m designing applications, experimenting with new frameworks, or thinking critically about how users interact with software. I still look back at FNAD 2 as proof of what can happen when curiosity meets persistence. In the future, I hope to revisit the FNAD series with new tools and skills, pushing it into something even bigger while honoring its role in shaping my journey as a developer.
FNAD 2 wasn’t just a game — it was the foundation of everything I’ve built since. It taught me how to take an idea from concept to execution, how to adapt when problems arise, and most importantly, how to find joy in creating something that others can experience. What started as a high school experiment turned into a defining milestone in my career path.
This website is a LEGACY, it's composed of hundreds of little meaningful references, and easter eggs from my life and my path as a CS Major. I've always had a love of horror, and I explored that in High School with my friend Dylan when we first made FNAD. The PSX Portfolio captures that passion and love for analogue horror and distills it into one experience.
The PSX project was my crash-course into 3D on the web. I sculpted and arranged the scene in Blender, exported a streamlined glTF, and spent weeks wiring it into a single-page Three.js app. The goal was not photorealism but mood: low-fi PSX vibes, heavy atmosphere, and tactile interactions. It forced me to learn shader tricks, lazy-loading patterns, and how to ship a playable experience that still works on phones.
To make this work I leaned on a few specific toolsets: Three.js for rendering, GLSL for a lightweight pixelation pass, and GSAP for camera and UI choreography. Assets flowed from Blender → glTF, and I used raycasting to turn meshes into clickable, draggable portfolio cards. Mobile-first controls (MovementPad / RotationPad), video textures with synced audio, and a small achievements system (persisted to localStorage) rounded out the experience. Performance-wise, I relied on lazy imports and toggled postprocessing so the app degrades gracefully on weaker devices.
Gameplay is intentionally light: teleport-orb navigation, optional walk-mode, and scene interactables that surface work samples. The Boisvert encounter was designed as a curated, teleport-driven scare — detection uses a camera-to-model raycast and a short countdown overlay before the chase state. This kept the encounter dramatic without needing complex pathfinding. The pixel shader and subtle postprocessing sell the retro look while keeping frame-rates reasonable.
This portfolio project was an absolute nightmare to make, and I had a blast doing it. I realize midway through creating it that my deadline of Halloween was unrealistic at best, and yet I still made it. In one month I learned about GPU optimization, 3D rendering, texture pipelines, raycasting, etc.. etc. This project was the intersection of front-end development and game design. I had a blast every step of the way.
ACHIEVEMENTS
INSTRUCTIONS
Click on the shadowy entity to navigate to the backrooms(my portfolio) at any point. He is hiding in the forest, looking for you. Will you find him before he finds you? Once in the portfolio section, seek him out again to participate in his game. If you manage to win he will leave you alone until you re-enter the area.
In the cabin you can turn off the lantern to highlight any clickable items, it's pretty safe to assume that anything uniquely modeled is clickable, however there are achievements under the trophy icon that can guide you. Once in the portfolio section, you'll have to look around for the items to appease Room in his game, and all of the portfolio cards on the walls are also clickable.
If you're on a computer then simply click and drag to look around, and in the portfolio area use the WASD keys to walk around. If you're on mobile use the circular trackpad on the right to look around, and the trackpad in the bottom left to move around in the portfolio section. Adjust the look sensitivity at any point in the settings area.
If you're on mobile these instructions are in the pop-up menu in the bottom right marked uniquely by the "..." icon, and then navigate to the "?" icon. If you're on computer just navigate to the "?" icon. The sound control is also located in the settings menu.