Beat detection and holographic visuals project in Unreal Engine
Watch demo Read MoreBuilt a high performance audio-visual pipeline in Unreal Engine that brings DJ audio to life through holographic 3D visuals. The system reads live audio directly from the DJ booth and instantly outputs synchronized animations, projecting them onto a mesh-net that creates a holographic illusion of depth without physical screens. By developing a proprietary beat-detection algorithm in C++, I achieved millisecond-accurate synchronization between DJ performance and on-stage visuals. Originally created for a youth center music event.
Research on rendering caustics at interactive-rate in DirectX Raytracing
Read research paper Read MoreBuilt a real-time caustics engine using the NVIDIA Falcor DXR framework over a four-week research sprint. This research project tackles complex light-transport challenges, including refractive physics, spectral dispersion, and volumetric absorption, to compute caustics at interactive frame rates. Performance was validated and optimized across multiple GPU configurations.
Online multiplayer fast-paced sports arcade game in Unreal Engine
watch Trailer Visit website Read moreProject Access is a fast-paced online sports arcade game built in Unreal Engine, supporting competitive matches with up to 10 players. It took about three months to develop the game from the ground up. The game features customization including over 9 unique abilities, character customization, level progression, and multiple maps. I engineered the game’s core foundation, encompassing the networking architecture, animation systems, and all underlying technical implementations.
Couch co-op space arcade shooter developed in Unity
Visit website Read moreAåstro is a 4-player couch co-op space shooter developed in Unity (C#). The gameplay centers on a unique tether mechanic where players are connected by an oxygen cord, necessitating constant coordination and strategic positioning. The game features a semi-open world environment with dynamic base-building mechanics and distinct weapon classes. I was responsible for engineering the core gameplay systems and designing the artificial intelligence framework for enemy behaviors, ensuring a challenging and fluid experience throughout the campaign, culminating in an intense boss encounter.
Autonomous survival agent in procedural environments developed in C++
Read moreThis project focuses on creating a robust AI bot capable of surviving in a procedurally generated world. By building a custom behavior tree and pathfinding system from scratch in C++, I implemented a system that drives the decision-making, such as strategic exploration, reactive combat, and inventory prioritization.
Local multiplayer fighter with custom DirectX 11 rendering engine
Read moreDeveloped a local multiplayer experience centered on an asymmetric "hunter vs. prey" mechanic within a dynamic, interactive arena. I have implemented a custom rendering stack using C++ and DirectX 11, utilizing HLSL for advanced shader logic. To optimize performance, I integrated frustum culling and efficient buffer management to minimize CPU-to-GPU overhead. Beyond the rendering pipeline, I architected the core gameplay systems and built a custom scene editor to streamline the placement and manipulation of arena objects, allowing for rapid iteration.
Environment production with 3DSMax, Photoshop, Substance Painter, and Unreal Engine
Watch video Read moreI designed and produced a collection of mid-poly assets for a spaceship environment, managing the entire creation pipeline from initial block-out to final assembly in Unreal Engine. I modeled all environment assets from scratch in 3ds Max and created textures and materials using Substance Painter and Photoshop. By balancing lighting design with deliberate spatial layout, I additionally developed an immersive and fully explorable environment.
C++ 2D Engine Development & Gameplay Programming
SOURCE CODE Read moreI built a custom 2D game engine in C++ to develop a fully functional remake of Bubble Bobble. By handling all rendering and logic on the CPU. The project focuses on game engine design, utilizing software patterns like Command, State Machines, and Component systems to manage gameplay logic. Key features include an image-to-collision map generator, full Xbox controller integration, and a suite of debug rendering tools for real-time prototyping.
3D Rendering engine with rasterizer technique in C++
SOURCE CODE Read moreA CPU-based 3D rasterizer rendering engine built from scratch in C++. The implementation progresses from fundamental color-weighted triangle rasterization to advanced texture mapping and material systems. Leverages physically-based shading with Phong lighting, normal mapping, glossiness and specular maps for realistic surfaces. Demonstrates complex geometry rendering with an animated motorcycle model featuring realistic fire effects with transparency. Optimized through triangle-box collision detection and frustum clipping for efficient performance on CPU.
3D Rendering engine with raytracing technique in C++
SOURCE CODE Read moreA CPU-based 3D raytracing engine built from scratch in C++. The implementation evolves from fundamental ray-sphere intersection to advanced triangle mesh rendering with full material support. Integrates camera control, physically-based materials, and dynamic lighting for photorealistic image synthesis. Features a custom OBJ parser enabling seamless import of complex 3D models. Demonstrates the complete ray-casting pipeline from primary ray generation through recursive material evaluation to final pixel output.
Mad-Max themed 3D character model utilizing Substance Painter
View on Sketchfab Read moreThis is a Mad Max inspired 3D character model that I built in 3ds Max using modelling and rigging techniques. I created a full PBR workflow in Substance Painter to capture every detail, from rust oxidation to the small details of hand welded industrial edges. The project draws inspiration from the original DAE Bot design at the Howest campus, but I added my own spin by leaning into a raw post apocalyptic aesthetic.
Unreal Engine prototype
Read moreI developed this local multiplayer prototype in Unreal Engine by combining Blueprint logic with C++ components. The core gameplay revolves around a race to collect colored cubes and return them to your base for points, all while you navigate an arena filled with power ups and hostile AI opponents. I built a custom HUD validation system that keeps the scoring fair by ensuring only valid blocks count, which makes the matches feel much more skill based. This project was a great way for me to explore the fundamentals of game design, from building out player mechanics and AI behavior to balancing the complexities of multiplayer gameplay.
High-poly modelled mouse in Autodesk 3ds Max
Read moreI created this 3D mouse model in 3ds Max based on my own minimalist aesthetic preferences. The project gave me a chance to focus on advanced modeling techniques and to pay close attention to subtle curves, and the refined surface details that define modern industrial design. It was a great exercise in high polygon modeling and surface continuity, helping me learn how to capture the feel of contemporary consumer products in a 3D space.
Assembly programmed minigame (MOS6502)
play minigame Read moreIn collaboration with Pepijn, we developed this local multiplayer game entirely in low level assembly language for the MOS6502 emulator. It was a challenge to build an engaging game within such extreme hardware constraints. The core gameplay is all about outmaneuvering your opponent by creating barriers, with collision detection that handles round resets and scoring. Additionally we also implemented a full HUD system that tracks the real time game state and score.
Unity game engine prototype
Read moreI built this action game prototype in Unity using C# to focus on the balance between quick reactions and strategic decision making. The core gameplay drops you into a dynamic crowd where you have to pick out hostile targets while being careful not to hit any innocent pedestrians, since shooting civilians costs you points. I randomized the weapon and item spawns across the maps to reward players who take the time to explore and plan their route. Between rounds, you can spend the points you have earned on permanent upgrades to improve your combat effectiveness and survival. This project gave me a great opportunity to dig into gameplay, scoring mechanics, penalty systems, progression design, enemy AI behavior, weapon variety, and the challenge of balancing risk-reward gameplay loops.
Bridging physical movement and virtual physics via Unity C#
Watch video Read moreA gesture-controlled basketball prototype game built in Unity Game Engine and C#. I utilized Leap Motion tracking to enable intuitive ball handling and shooting mechanics, translating physical movement into gameplay.
Adventure RPG 2D Game in C++
Read moreA 2D action-adventure RPG built in C++ offering open-ended exploration through diverse environments including dungeons and environmental hazards. Players navigate a loot system and encounter varied enemy types including Skeletons and Dwarves, each requiring tactical engagement. The protagonist features an expandable arsenal including melee slash attacks, ranged bow combat, and a force-push magical ability. Resource management is central to gameplay: limited ammunition and stamina pools force strategic decision-making, while collected coins enable progressive character upgrades. Includes inventory management, combat mechanics, progression systems, and environmental interaction.
Small low-poly City with Autodesk 3dsmax
View on Sketchfab Read moreA low-poly environmental scene inspired by the French city of Annecy, created in 3dsmax and textured in Photoshop. The project captures the nostalgic charm and architectural character of the historic city, emphasizing its defining features: flowing rivers winding through compact urban development, dense vegetation framing the streetscape, and waterfront integration. The artistic direction prioritizes environmental storytelling through selective detail, showcasing how low-poly aesthetics can convey atmosphere and place identity.
2D board game in C++
Read moreA local multiplayer 2D board game implementation in C++ recreating the classic Dutch game with digital interactivity. Players strategically navigate pawns around a full circuit to reach their designated center area while engaging in competitive interactions where colliding with opponents sends them back to spawn. The game employs probabilistic dice mechanics determining movement, introducing controlled randomness. Features custom playfield artwork with streamlined UI for local multiplayer engagement.
Designing 2D Art for games
Read moreAn art-focused endless runner game emphasizing visual design and parallax layering technique. The game features 5-layer parallax scrolling creating dynamic depth perception and immersive environmental motion. Thematically inspired by Hong Kong culture and personal skateboarding heritage, the gameplay mirrors the offline Chrome dinosaur game with trap-avoidance mechanics testing player reflexes and endurance.
Re-made scene with opposite conditions
Read moreThis project interprets the same environment under opposing lighting conditions while preserving stylistic integrity. After recreating a night scene to analyze its composition, I designed an original daytime counterpart.