Zhangir Nurmukhambetov

Engine Programmer

zhangir.dev@gmail.com

2nd year student at Breda University of Applied Sciences in Creative Media and Game Technologies.

šŸ’¼ Open for a 6-12 month internship starting September 2025

šŸ‘‹ Hi, I’m Zhangir

šŸŽ“ I’m a 2nd year student at Breda University of Applied Sciences in Creative Media and Game Technologies.

I am skilled in Engine and Tools programming with strong experience in making custom engines. I enjoy creating tools and systems which help other disciplines streamline game development. I’m passionate about solving technical challenges and continuously improving my skills.

Proficient in C++. Additional experience with Unreal, Unity, and Godot.

Hobbies: writing stories, calisthenics, designing in Photoshop.

šŸ’¼ Currently looking for a position in engine programming and/or content creation tool development starting in September 2025.

āš™ļø Skills

C++
C++
8 years of experience in C++
Visual Studio
Visual Studio
4 years of experience. Familiar with debugging, profiling, and project configuration tools
Visual Studio Code
Visual Studio Code
Github
Github
3 years of experience. Experienced with its pipelines and used them in a team environment, including reviews, automated checks, and managing branches.
Perforce
Perforce
2 years of experience with Perforce and P4V in a collaborative team environment, including active participation in code reviews.
Unreal Engine
Unreal Engine
Familiar working with Blueprints and in C++.
Unreal Engine
Unity C#
Spend my free time using Unity by making a side passion project.

šŸš€ My Projects

Preview of Zentera: Custom C++ Voxel Engine (In Development)

Zentera: Custom C++ Voxel Engine (In Development)

Date: May 25, 2025

Zentera is a game developed on a custom C++ voxel engine called Kudzu. The team was joined by four artists, three designers, and nine programmers, where I took on the role of a programming lead.

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My Contributions: Lead Programmer | Particle System

Engine/Tools: C++

Team Size: 9 Programmers | 3 Designers | 4 Artists

Platforms: Windows | PS5

Duration: 8 Weeks (May 2025 - Present)

Preview of Fire Ant Engine: Custom C++ Strategy Game Engine

Fire Ant Engine: Custom C++ Strategy Game Engine

Date: April 11, 2025

Fire Ant Engine is a continuation of my custom Terrain Editor. The team was joined by seven talented programmers. The project features a prefab system, a terrain editor, flow-fields for AI agent navigation, an in-engine UI editor, optimizations which allowed a support for a large terrain map and many units, and support on Windows and Nintendo Switch.

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My Contributions: Terrain Editor | Terrain Rendering | Height Editing | Texture Editing | Prop Placement | Scene Serialization | Prefabs

Engine/Tools: C++, OpenGL, GLSL (Compute & Tesselation Shaders), EnTT, Cereal, ImGui

Team Size: 7 Programmers

Platforms: Windows | Nintendo Switch

Duration: 8 Weeks (Feb 2025 - Apr 2025)

Preview of Custom C++ Terrain Editor

Custom C++ Terrain Editor

Date: January 24, 2025

Custom C++ Terrain Editor was a solo research project. The project features editable terrain and variety of brushes. The Terrain Editor would later become based for the Fire Ant Engine.

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My Contributions: Terrain Mesh Deformation via Height Maps | Vertex Shader with Dynamic Normals & Displacement | Fully Custom Brush Framework | Normals-based Object Placement

Engine/Tools: C++, OpenGL, GLSL (Vertex & Fragment Shaders), ImGui, GLM

Team Size: Solo

Platforms: Windows

Duration: 8 weeks (Nov 2024 - Jan 2025)

Preview of Custom C++ Game Engine

Custom C++ Game Engine

Date: November 1, 2024

Custom C++ Engine was a solo project. The project features core engine functionality such as an ECS Architecture, an ImGui editor, a GLTF importer, a Resource manager, full scene serialization using Cereal, a grid-based tile editor, and support on Windows and PS5.

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My Contributions: ECS Design (EnTT) | Particle System | ImGui Editor & Gizmo Tooling | GLTF Runtime Loader | Resource Manager | Hierarchy System | Cross-Platform Engine Abstractions | JSON Serialization | Tile-Based Level Editor

Engine/Tools: C++, OpenGL, GLSL, EnTT, ImGui, Cereal, STB, tinygltf, ImGuizmo

Team Size: Solo

Platforms: Windows | PS5

Duration: 8 Weeks (Sep 2024 - Nov 2024)

Preview of IgKnighted

IgKnighted

Date: June 28, 2024

Dive into the heart of a forgotten, flooded temple as powerful knights forged from fire. In this twinstick shooter bullet hell, you will fight off waves of enemies in order to progress through the temple and become the most powerful fighter of all! Work together or embark alone.

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My Contributions: Input Mapping | Local Multiplayer | Enemy Attacks (Shooting & Aiming) | Player Damage | Collectables | Power-Ups | In-Engine Animations

Engine/Tools: Unreal Engine 5

Team Size: 4 Programmers | 3 Designers | 5 Artists

Platforms: Windows

Duration: 8 Weeks (May 2024 - Jun 2024)

Preview of Light Pong: Custom C++ CPU-based Raytracing Engine

Light Pong: Custom C++ CPU-based Raytracing Engine

Date: April 12, 2024

A custom C++ CPU-based raytracing engine which was used to create a simple game of Pong. Use a spotlight as a paddle to hit a mirror ball and score goals!

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My Contributions: The Raytracing Algorithm | Shadows | Reflections | Point Lights, Spot Lights, and Directional Lights | Recursive (Whitted) raytracing for Mirrors and Dielectrics| Voxel Sub-Objects | Basic Denoising | Texturing | Panini Projection | Post-Processing | Accumulator | Stochastic Lighting | Sky Dome Illumination | Beer's Law

Engine/Tools: C++

Team Size: Solo

Platforms: Windows

Duration: 8 Weeks (Mar 2024 - Apr 2024)

Preview of 3D Endless Runner: Cross-Platform Development on Raspberry Pi

3D Endless Runner: Cross-Platform Development on Raspberry Pi

Date: January 26, 2024

A 3D endless runner using Bullet Physics and OpenGL on a Raspberry Pi

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My Contributions: 3D Rendering using OpenGL | Raspberry Pi Cross-Platform Development | Physics System using Bullet

Engine/Tools: C++ | OpenGL ES | Bullet Physics

Team Size: Solo

Platforms: Windows | Linux

Duration: 8 Weeks (Nov 2023 - Jan 2024)

Preview of Pitfall Recreation

Pitfall Recreation

Date: November 3, 2023

A recreation of 1982 game Pitfall

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My Contributions: AABB Collision System | 2D Physics | Rope Physics

Engine/Tools: C++

Team Size: Solo

Platforms: Windows

Duration: 8 Weeks (Sep 2023 - Nov 2023)