Hi!
I'm Victor, a game dev wizard with 6+ years of C++ magic. I've teamed up with coders, artists, and designers to create virtual wonders. From engine wizardry to VR sorcery, I'm your go-to guy for all things pixelated. Let's make games that even NPCs would play! 🚀✨
Programming Portfolio
Here is a compilation of my contributions within the realm of game development – a catalog of projects I've actively engaged with and a summary of my professional endeavors in the field:
- Meta Movement Samples
Unity, UE4, UE5, VR - Hytale Engine
C++, Windows, MacOS, iOS, Android - Last Resort
UE4 - WarFair
Unity - SAD Engine
C++, DirectX12 - Trash Turf
UE4
Technology Toolbox
Throughout the years, I’ve gained experience in teamwork by participating in scrums and stand-ups in big projects. This is a list of skills and tools I have experience with:
- Languages
C++, Python, JavaScript - Software
Visual Studio, VScode, Xcode - Engines
Unreal Engine 5 / 4, Unity, Godot - Platforms
Windows, MacOS, iOS, Android, PS4 - Version Control
Perforce, Git (GitHub and GitLab) - Project Management
JIRA, Trello, Asana, Monday
Academic Achievements
I hold a Bachelor's in Game Development from Breda University of Applied Science, formerly known as NHTV.
Throughout my academic journey, I actively engaged in diverse projects with teams of up to 30 individuals, using Unity, Unreal Engine 4, and C++.
My focus at BUas was Graphics Programming, where I refined skills in OpenGL, DirectX12, GNM, and Vulkan. Other areas I focused in were Gameplay, Physics, Engine, AI, UI, etc.
I also led game development using Unity and Unreal Engine 4, achieving releases on platforms like Itch.io and Steam.
Professional Projects
Highlighting projects I've been involved in over the years
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Software Engineer
- Led the comprehensive development of UE4 and UE5 projects focused on visualizing Oculus eye, face, and body tracking technologies, specifically tailored for Quest Pro.
- Crafted diverse scenes tailored to various tracking scenarios, leveraging multiple actors and components to establish a meticulously structured system and achieve visually compelling outcomes.
- Engineered scripts to facilitate the realistic deformation of virtual bodies, ensuring seamless alignment with diverse body movements.
- Specialized in bone retargeting techniques, enabling lifelike physical movements across various character types, including integration with Metahuman models.
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Software Engineer
- Contributed to the refinement of the world generation system, specializing in the seamless loading of custom files from disk.
- Led the development of sophisticated console tools, enhancing runtime file processing for improved testing and debugging workflows.
- Implemented features to advance material loading and rendering capabilities within the game engine.
- Strategically optimized the game engine for iOS compatibility, with a specific focus on lower-end devices.
- Ensured the continuous support and functionality of the game engine on MacOS platforms.
- Drove the development of touch gesture handling for Android and iOS, elevating user interaction and gameplay experience.
- Continued to enhance, troubleshoot, and optimize the rendering system, resulting in a remarkable 200% increase in performance.
Curriculum Vitae (CV)
Key aspects of my professional experience in a summary
-
The Forge Interactive
Software Engineer
Jun 2022 - Jun 2023
Titles
- Meta Movement Samples
Windows | Quest (Android) - Hytale Engine
Windows | MacOS | iOS | Android
Key Achievements
- Shaped the architecture of the The Forge’s framework, optimizing file loading, input handling, and rendering features.
- Contributed with Hypixel to build an entire engine with custom features.
- Collaborated with Meta on extending Unreal Engine integration, emphasizing improved Quest support.
Professional Skills
- Software development and optimization
- Architecture design and implementation
- File loading optimization
- Input handling enhancement
- Rendering feature development
- Collaboration and teamwork
- Unreal Engine integration (5/4)
- Quest support enhancement
- Meta Movement Samples
-
The Forge Interactive
Internship as a Graphics Programmer
Oct 2021 - Jul 2022
Contributed significantly to the optimization of PC and mobile rendering by implementing advanced algorithms involving intrinsics and effective data structuring. Conducted thorough analyses of scenarios featuring multiple on-screen models to enhance rendering performance. Focused on the strategic reduction of draw calls to improve overall rendering efficiency during the internship.
Key Achievements
- Successfully implemented sophisticated algorithms for rendering optimization on both PC and mobile platforms.
- Applied intrinsics and efficient data structuring techniques to enhance rendering efficiency.
- Conducted detailed analyses of scenarios involving the rendering of numerous models, resulting in improved performance through the strategic reduction of draw calls.
Skills Developed
- Proficiency in rendering optimization algorithms
- Implementation of intrinsics programming
- Application of data structuring for improved performance
- Expertise in performance analysis within rendering scenarios
- Strategic reduction of draw calls for improved efficiency
Personal Projects
Some commercial and non commercial personal projects I've worked on
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Last Resort: UE4 Online Co-op Shooter
I played a key role in implementing gameplay and UI for Last Resort. My contributions include creating easily deployable weapon upgrades, designing a flexible inventory for player convenience, and developing gameplay mechanics for spawning and purchasing weapon upgrades. I also worked on crucial gameplay features such as kills, deaths, and overall player stats in an online environment with fellow Steam players.
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WarFair: Unity-Based Turn-Based Strategy
In WarFair, a Unity-built strategy turn-based chess-like game, I undertook the implementation of pivotal components, focusing on AI, rendering, and optimization. Specifically, my responsibilities encompassed the development of an FSM tailored for the AI, granting designers precise control over AI actions in diverse scenarios. Additionally, I integrated an AI cone tracking system to provide players with visibility into the AI's perspective across tiles. Noteworthy features also included enhancements to graphics, performance optimization, and addressing gameplay issues.
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Trash Turf: UE4 Game Project
In the collaborative development of Trash Turf, I assumed the role of Lead Programmer, playing a central part in crafting the game's foundation. Working alongside fellow programmers, artists, and designers, my responsibilities included implementing elements such as camera movement, physics, health mechanics, explosions, animations, user interface (UI), and other integral components.
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SAD Engine: C++ Game Engine
I served as a graphics programmer for the custom-built Such-A-Disaster (SAD) Engine dedicated to WarFair. Collaborating with another graphics programmer, we developed a DirectX12 pipeline. I implemented features like deferred rendering, shadows, particles, and volumetric lighting with Mie Scattering. Unfortunately, the engine was abandoned due to falling short of expectations within our time constraints before WarFair implementation.