2nd year student at Breda University of Applied Sciences in Creative Media and Game Technologies.
š¼ Open for a 6-12 month internship starting September 2025
š Iām 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. Iām 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.
š¼ Currently looking for a position in engine programming and/or content creation tool development starting in September 2025.
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.
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)
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.
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)
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.
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)
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.
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)
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.
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)
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!
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)
Date: January 26, 2024
A 3D endless runner using Bullet Physics and OpenGL on a Raspberry Pi
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)
Date: November 3, 2023
A recreation of 1982 game Pitfall
My Contributions: AABB Collision System | 2D Physics | Rope Physics
Engine/Tools: C++
Team Size: Solo
Platforms: Windows
Duration: 8 Weeks (Sep 2023 - Nov 2023)