Hey, I'm Alex... and this is my website!
I'm a fourth year Engine & Tools programming student at Breda University of Applied Sciences, passionate about building the technology that powers games, as well interested in exploring the technology behind older games. I'm also interested in graphics programming.
Featured Projects
CoD:Zombies-inspired game in a FPS custom engine from scratch running on PC and PS5
Key Responsibilities
- Scene Manager implementation giving the engine support for handling of multiple scenes
- Designed and programmed the in-game UI
Personal project for extracting and re-importing textures from PC ports of Grasshopper Manufacture games (Killer7, No More Heroes 1/2)
Key Responsibilities
- Reverse-engineering custom file formats
- Learning about the DDS image file format and about GCT0 (Nintendo's proprietary texture file format from the Wii)
Learning DirectX12 - Self-Study project
Key Responsibilities
- Implemented a DirectX 12 rendering pipeline from scratch, including command lists, swap chain management, descriptor heaps, and CPU–GPU synchronization
- Added model loading using Assimp, texture loading with mipmapping, Blinn-Phong lighting, Normal Mapping
Featured Blog Posts
Volumetric Cloud Rendering in 2.76KB
A writeup on my journey of creating my first production for the demoscene - volumetric cloud rendering crammed into ~2KB for the Outline 2026 demoparty.
Creating an asset archive file for games (featuring compression, checksums, and encryption)
Have you ever wondered how games store and load all or most assets through a proprietary archive file format? In this article, I will attempt to walk anyone reading this...