Projects

Nakon
Duration: 4 months Team: 12 people

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
  • Designed and programmed in-editor tools for (and together with) artists
Engine Game Team University
GHMTexTool
Duration: 1 month

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)
Tools Modding Personal
DX12 Renderer
Duration: 96 hours

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
  • Learned how to utilize Microsoft's DirectX12 Graphics API. Uses AMD's D3D12MemoryAllocator.
Rendering Self-Study
Flower, Sun & Rain (PS2) Texture Extraction
Duration: 1 day

Short personal project for learning how the PlayStation 2 stored and loaded textures

Key Responsibilities

  • Learned about the PS2's Graphics Synthesizer and the way it stores/loads textures
Tools Modding Personal
Godot Stylized Shaders Plugin
Duration: 2 months

Self-study project for learning post-processing effects and for learning the Godot Engine, using GDExtension

Key Responsibilities

  • Learning how to use the Godot Engine for the first time
  • Learning about Compositor Effects in Godot Engine, the engine's modern alternative to "gdshader"s that run as compute shaders instead
  • Learning about post-processing effects and their implementation
Rendering Tools Self-Study
Game Engine Assignment
Duration: 2 months

University assignment of creating a game engine with ImGui, particle system, glTF loader and tile-based level editor running on PC and compiling on PS5

Key Responsibilities

  • Set up cross-platform compilation for PC and PS5
  • Develop a particle system using the EnTT ECS library
  • Build an ImGui-based editor layer with gizmo support
Engine Tools University
CPU Voxel Raytracer
Duration: 2 months

First raytracing project, utilizing a very basic voxel-tracer framework starting point to build a raytracer

Key Responsibilities

  • Learned about (and implemented) Monte-Carlo numerical integration, Multi-sampled Anti-Aliasing, Depth of Field, materials (e.g. metallic, dielectric), Fish-Eye lens effect and smoke rendering
  • Learned about memory profiling and CPU profiling
  • Learned about SIMD
Rendering University
Identity Crisis
Duration: 48 hours Team: 9 people

Global Game Jam 2026 Entry - Made in 48 hours

Key Responsibilities

  • Camera scanning of enemies implementation
  • Designed and programmed the Menu UIs
Game Team Game Jam
Crow's Nest
Duration: 2 months Team: 15 people

Top-down Couch Co-op game, first Unreal Engine project and first team project

Key Responsibilities

  • Programmed the in-game UI for menus
  • Programmed the character controller and cannon controlling, rotating and shooting behavior
Game Team University
Software Rasterizer in Rust (Rusterizer)
Duration: 3 days

Followed a course at university that covered the basics of rasterization and the basics of the Rust language

Key Responsibilities

  • Implemented "A Parallel Algorithm for Polygon Rasterization" paper by Juan Pineda
  • Learned and implemented the phases of 3D graphics rasterization
  • Got a 3D cube rendered and rotating with a texture applied to it
Rendering University
Non-photorealistic Rendering Research in UE5
Duration: 32 total hours

Project for researching non-photorealistic rendering styles — project uses Unreal Engine 5 as a framework

Key Responsibilities

  • Researched non-photorealistic rendering styles from different games (e.g. Cartoon Shading, Kuwahara Filter)
  • Implemented researched rendering styles into Unreal Engine
Rendering Research University
OpenGLES Raspberry Pi Endless Runner
Duration: 2 months

University project through which I've learned the basics of 3D Graphics and compiling on Linux by making an infinite runner game

Key Responsibilities

  • Learning the OpenGL Graphics API and about 3D rendering for the first time
  • Learning and applying 3D Math
  • Learning how to develop on Linux in a hardware-restrained environment
Rendering Game University
Pitfall Remake
Duration: 2 months

Remake of the Atari 2600 classic Pitfall in a software-rendered C++ template as a university project

Key Responsibilities

  • Learned about using tile-sheets for 2D games for the first time
  • Learned how to develop a complex C++ program without relying on STL
  • Learned how to document my learning processes
Game University
I Just Wanna Bounce - First C++ Game
Duration: 6 months

2D Platformer following the theme Bounce

Key Responsibilities

  • First proper C++ program and first proper game, developed by attending Jeremiah van Oosten's bi-weekly 3dgep BUas intake Discord sessions
  • Learned Object-Oriented Programming while developing this project
  • Learned about Finite State Machines while developing this project
Game University