PHOBOSIA
Osanda Hirushaka
Software Engineer & 3D Technical Artist

Osanda Hirushaka

Osanda Muthukumarana • Software Engineering & Computer Graphics

Software Engineer from Sri Lanka 🇱🇰

Important Narrative Distinction: Real Developer vs. Fictional Astronaut

Osanda Hirushaka is the real-world software engineer and 3D technical artist who created the PHOBOSIA application. He is distinct from Carl Ashwindu, the fictional 35-year-old astronaut character stationed inside the simulation. Narrative lore and character backstories do not reflect the developer's biography.

Background & Drive

Bridging Web Engineering & 3D Planetary Simulation

Osanda Hirushaka is a software engineer and 3D technical artist from Sri Lanka specializing in interactive 3D web applications, real-time computer graphics, and full-stack software architecture.

Driven by a fascination with aerospace engineering, planetary sciences, and real-time WebGL graphics, Osanda conceived, engineered, and modeled PHOBOSIA from Sri Lanka as an ambitious demonstration of what modern browser-based 3D engines can achieve when powered by authentic planetary data.

Over an intensive ~2.5 month development timeframe, Osanda single-handedly authored all primary 3D architectural modules in Blender from scratch, engineered the Python DEM geospatial data pipeline, implemented the First-Person controller and collision physics, and structured the comprehensive SOL 1–11 mission progression system.

His technical focus bridges modern web engineering (Next.js, TypeScript, React) with high-performance real-time 3D graphics (Three.js, GLSL shaders, Blender 3D, GPU instancing) to build immersive interactive digital worlds.

Technical Capabilities & Engineering Focus

Real-time 3D & Graphics

  • Three.js
  • WebGL
  • GLSL Shaders
  • GPU Instancing
  • Blender 3D Modeling
  • PBR Texture Baking
  • Draco Geometry Compression

Frontend & Architecture

  • Next.js (App Router)
  • React 19
  • TypeScript
  • Tailwind CSS
  • State Machine Architecture
  • Web Audio API

Geospatial & Scientific Data

  • Python GDAL & Rasterio
  • NumPy
  • NASA PDS IMG/JP2 Processing
  • DEM Elevation Analysis
  • Slope Gradient Mapping

Engineering & Tooling

  • Git / GitHub LFS
  • Vite
  • Node.js
  • UI/UX System Design
  • Performance Profiling (Chrome DevTools / Spector.js)

Key Project Achievements

1

Modeled five comprehensive, interconnected sci-fi outpost modules and the airlock system from scratch in Blender without off-the-shelf architectural kits.

2

Created an automated geospatial pipeline that transforms multi-hundred-megabyte NASA HiRISE terrain models into lightweight, responsive WebGL geometry.

3

Engineered a scalable mission system featuring 11 distinct SOL narratives, authentic interactive consoles, and real-time screen rendering.

4

Optimized complex 3D scenes with 100,000+ procedural rocks and dynamic PBR materials to run smoothly at 60 FPS on modest NVIDIA MX350 mobile GPUs.