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
- Designed and programmed in-editor tools for (and together with) artists
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
- Learned how to utilize Microsoft's DirectX12 Graphics API. Uses AMD's D3D12MemoryAllocator.
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
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
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
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
Global Game Jam 2026 Entry - Made in 48 hours
Key Responsibilities
- Camera scanning of enemies implementation
- Designed and programmed the Menu UIs
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
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
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
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
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
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