Zhangir Nurmukhambetov

Engine, Tools & Gameplay Programmer

zhangir.dev@gmail.com

šŸŽ“ Graduate of Breda University of Applied Sciences in Creative Media and Game Technologies.

šŸ’¼ Open to Work!

šŸ‘‹ Hello! I’m Zhangir

Software Engineer | Engine & Tools | Gameplay | Unity | Unreal

šŸŽ“ I graduated from Breda University of Applied Sciences in Creative Media and Game Technologies.

šŸ’¼ I’m currently seeking new job opportunities in the game industry!

I am a skilled in Gameplay and Engine & Tools with strong experience in C++, Unreal Engine, Unity, and custom engine development. I enjoy designing gameplay mechanics, building robust systems, and creating tools that streamline development for programmers, designers, and artists. I’m passionate about solving complex technical challenges, optimizing performance, and developing maintainable gameplay systems, while continuously improving my skills and collaborating across disciplines.

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

Hobbies: writing stories, calisthenics, designing in Photoshop.

āš™ļø Skills

C++
C++
9 years of experience with C++, specializing in Object-Oriented Programming, Memory Management, Data Structures, Algorithms, and Performance Optimization.
Visual Studio
Visual Studio
5 years of experience with Visual Studio, focusing on Advanced Debugging, Performance Profiling, Memory Diagnostics, CMake, and Build System Configuration.
Visual Studio Code
Visual Studio Code
5 years of experience 5 years of experience with Visual Studio Code, focusing on C++/C# Development, Debugging, Git Integration, Task Automation, and Development Environment Configuration.
Github
Github
4 years of experience. Experienced with its pipelines and used them in a team environment, including reviews, automated checks, and managing branches.
Perforce
Perforce
3 years of experience with Perforce and P4V in a collaborative team environment, including active participation in code reviews.
Unreal Engine
Unreal Engine
4 years of experience of Unreal Engine's Blueprints, C++, Gameplay Framework, Gameplay Ability System, Artificial Intelligence.
Unreal Engine
Unity C#
5 years of experience with Unity and C#, specializing in Custom Editor Tools, Gameplay Systems, Editor Scripting, AI, and Performance Optimization.

šŸ’¼ Professional Experience

A few roles where I helped teams ship by building tools, improving workflows, and solving practical technical problems.

Preview of Internship at Flashgroup XR

Engine & Tools Programmer

Internship at Flashgroup XR

Date: April 10, 2026 - Present

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My Contributions: Collider Editor

Tools: Unity, C#

Duration: 9 Months (Apr 2026 - Nov 2026)

Preview of Internship at SportsImproVR

Tools Programmer

Internship at SportsImproVR

Date: November 10, 2025 - April 10, 2026

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My Contributions: VR-Chat-Based Full-Body Tracking in Unity | Video-to-FBX Converter Tool in Unity

Tools: Unity, Android, C#, Python, Bluetooth LE, OSC, Inertial Measurement Units


🌟 Featured Projects

A small selection of projects I am most proud of, chosen for clear impact, strong engineering, and polished presentation.

Preview of Zentera: A Voxel-Based Puzzle Platformer Made With A Custom C++ Engine

Tools Programmer

Zentera: A Voxel-Based Puzzle Platformer Made With A Custom C++ Engine

Date: June 27, 2025

Zentera is a third-person puzzle-platformer where players use an extendable tongue to pull crates, activate switches, and solve physics-based challenges. Embark on an adventure with Gori, a clever lizard-like creature, in this voxel-based puzzle platformer. Use his versatile tongue to push, pull, swing, and solve intricate dioramic puzzles in charming miniature voxel worlds. Gori wants to impress his beloved partner by bringing beautiful little trinkets from each level.

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My Contributions: Lead Programmer | Particle System | Release Management | Sound Implementation | QA Process Improvements | Bug Reporting & Fixing

Engine/Tools: C++ | Custom Engine | Angelscript | FMOD

Team Size: 9 Programmers | 3 Designers | 4 Artists

Platforms: Windows | PlayStation 5

Duration: 8 Weeks (May 2025 - June 2025)

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

Engine Programmer

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 IgKnighted — Local Multiplayer Arena Shooter in Unreal Engine

Gameplay Programmer

IgKnighted — Local Multiplayer Arena Shooter in Unreal Engine

Date: June 28, 2024

A local 1–2 player co-op bullet-hell arena shooter built in Unreal Engine 5, and a quick tour of the systems behind it: the gameplay framework, player and abilities, power-ups, three enemy archetypes, and the three-part level with dynamic difficulty.

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My Contributions: Gameplay Framework & Core Architecture | Player: Input, Controller, Pawn, State & Abilities | Collectables & Power-Ups | Enemy AI: Crawler, Scorpion, Mollusk | Level, Spawning & Dynamic Difficulty

Engine/Tools: Unreal Engine 5, C++, Blueprints, Gameplay Framework, Enhanced Input, Gameplay Tags, Behavior Trees, UMG, Animation Blueprints, Niagara

Team Size: 4 Programmers | 3 Designers | 5 Artists

Platforms: Windows

Duration: 8 Weeks (May 2024 - Jun 2024)


🧩 Other Projects

Earlier work and experiments, kept here for extra context and range.

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 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)