C++/C# Game Developer
SKILLS
Strong C++ Programming – Proficient in writing clean, efficient, and maintainable C++ code while adhering to core guidelines and best practices.
Unreal Engine 5 / Unity Experience – Extensive experience working with both Unreal Engine and Unity using C++ / C # ,Blueprints for gameplay programming and systems development,
Software Design Patterns – Strong understanding of software architecture and design patterns, with the ability to apply them effectively in game development.
AI programming,Gameplay programming,Engine development – Experience designing and implementing AI behaviors using behavior trees ,state machines,GOAP, proeficient at designing and coding great amount of new and already existing mechanics, experience on engine development and graphics APIs like Vulkan and DirectX 11.
Bachelor in Game Development – HOWEST (4 years) – Completed a four-year Bachelor’s degree in Game Development at HOWEST located in Belgium, focusing on game programming, engine development, and Gameplay mechanics.
PROFESIONAL EXPERIENCE – worked for "Actrio studio" as an Intern for 6 months, doing mobile development, flocking and steering behaviors system, porting from unity to Unreal engine Etc.
QUALIFICATIONS














Directional Hit React(dot and cross product)










Samsung Galaxy Note 10
Xiamomi Mi Note Pro

Fix & Foxy is a co-op platformer based on a classic German comic. You play as two mischievous foxes trying to track down Lupo,there's all kinds of trouble in the way. You'll need to solve puzzles and work together to make it through.

Climbing System
Vaulting System
Combo System
Assassination System
Souls Like Games




Pacman












Animation Programming
Engine development
Game Jams
Fix and Foxy
Throughout development, I was in charge of building various game mechanics. Among those, I developed core mobile systems like scroll and swipe handling with momentum, proper mobile input, and camera FOV setup to preserve aspect ratio across devices. I also worked on interactive shaders for smooth transitions, match-3 systems using A* pathfinding, save systems to store per-level information, and modular level systems that allow for quick level creation. On top of that, I handled UI development, making use of tweens to create a better player experience
The Great Ocean
The Great Ocean is a VR submarine adventure where you dive into the earth's oceans and explore real-world locations like the Galapagos, the Arctic, and sunken WW2 shipwrecks. You'll swim alongside whales, sharks, and sea turtles while using upgradeable tools to solve quests cutting jailed whales free with a laser, scanning over 100 species, welding subsea cables, and collecting pieces of real submarines.The game also partners with conservation organizations like the Whale and Dolphin Conservation, with proceeds supporting real environmental projects.
(Actrio studio)
(Actrio studio)
My main task was to port an existing company game over to Unreal Engine, improving the fish AI behaviour using combined steering behaviours. To optimise for better FPS, I implemented an Octree system for space partitioning that recursively subdivides based on the number of entities inside. I also used a memory pool to pre-allocate nodes at startup, avoiding fragmentation and cache misses.
In silent leaps
This is a roguelike where every small jump could be your last. One wrong move and it's all over. Make your way through the dark forest, facing dangers lurking in every shadow. Fear is your biggest enemy, but confidence is your greatest weapon. As you progress, upgrade your abilities through the skill tree, growing stronger with each run. Learn from your failures, push deeper into the unknown, and prove that even the darkest forest can be conquered.
I implemented enemy pathfinding using a node-based system, built out player abilities, and developed a large portion of the player controller. This was a group project with a team of three programmers and three artists, developed over a six-month scope.The game is currently still being developed by my collegues who created their own independent studio.
Form Frenzy








In Form Frenzy,teamwork is key. One player controls the upper part of the character, while the other controls the bottom part. Together, you'll navigate through increasingly challenging shapes that will test your coordination and reflexes. Inspired by the chaotic fun of 'Hole in the Wall' and the high-speed action of 'Wipeout,' Form Frenzy promises endless laughter and excitement. it is available on itch.io to play
My role on Form Frenzy was one of two programmers. I handled the player controller, input support, audio implementation, gameplay systems, and UI. This was a school project developed over a shorter two-month scope.




(Hogeschool West-Vlaanderen)
(Hogeschool West-Vlaanderen)
I love working on animation programming, getting animations to interact with objects even when they're not perfectly aligned. Using tools like motion warping, IK, and other techniques to make everything feel seamless and natural is something I really enjoy
Two small personal projects focused on AI behaviour, using behaviour trees, finite state machines, pathfinding, and root motion animations to bring characters to life.
I developed my own 2D game engine, applying the most common game development patterns that form the backbone of any engine. Among those, my engine features a game loop, multithreading, scene graphs, event queues, the observer pattern, service locator, command pattern, level loading from files, and a game object and component system.
Two Small Game Jams Both using unreal engine 5