Holographic visuals project in Unreal Engine 4
Watch demo Read MoreReal-time projection mapping 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 screen that creates a holographic illusion. Powered by a custom beat detection algorithm I built in UE5 C++, every beat of the music is transformed into dynamic visual art. Originally created for a youth center music event.
In DirectX Raytracing
Read full paper Read MoreBuilt a realtime caustics engine using NVIDIA Falcor DXR framework. Tackled one of graphics toughest rendering challenges, simulating physics accurate light refraction through transparent materials at interactive framerates. Implemented caustics with spectral dispersion across various 3D models, supporting different material behaviors including absorptive and chromatic properties. Validated realtime performance across multiple GPU configurations.
Online multiplayer fast-paced sports arcade game in Unreal Engine 4
watch Trailer Visit website Read moreProject Access is a fast-paced online sports arcade game built in Unreal Engine 4, supporting competitive matches with up to 10 players. The objective is simple: outscore your opponents using a diverse toolset of abilities to outmaneuver and outplay. Team strategy and creativity are key to victory. The game features extensive customization including over 9 unique abilities, character customization, level progression, multiple maps, and PC-specific options.
Unity couch co-op game project 2020
Visit website Read moreA couch co-op arcade space shooter built in Unity for up to 4 players using Xbox controllers. Teamwork is essential as players are tethered together by an oxygen cord that keeps the team connected, forcing collaborative movement and strategic positioning. Choose from multiple weapon classes and playstyles to customize your approach. The game features a half-open world with dynamic base mechanics that can be repositioned for tactical advantage, culminating in an intense boss encounter.
AI programmed to survive as long as possible
Read moreSurvival AI system built in C++ featuring intelligent agent behavior driven by a behavior tree architecture. The AI navigates dynamically generated terrain using a custom pathfinding system optimized for mesh-based environments where traditional AStar pathfinding is ineffective. The agent autonomously scouts the map via randomized waypoints, detects and explores structures, manages a sortable inventory system with strategic item prioritization, and engages in combat by aiming and firing at threats while fleeing when unarmed. A complete demonstration of advanced AI decision-making and environmental awareness.
Local multiplayer fighter game with DirectX 11
Read moreA local multiplayer fighter game built with DirectX 11 in C++ using a custom rendering engine developed from scratch. Players select their avatar and deploy on a dynamic arena where environmental objects can be repositioned for tactical advantage. The asymmetric gameplay pits the Mortal against the Villain, where survival duration determines victory. The Mortal must evade long enough for the Villain to be caught, while the Villain hunts to eliminate their opponent first. The scene features Phong materials, diffuse texturing, shadow mapping, and directional lighting.
Mid-poly modelled and textured spaceship room
Watch video Read moreMid-poly spaceship environment asset created in 3dsmax and Photoshop, assembled and rendered in Unreal Engine 4. The project follows a structured production pipeline: block out to establish spatial composition and layout, refined mid-poly geometry for visual clarity and performance optimization, comprehensive texturing and material application for visual fidelity, and professional lighting design to create atmosphere and depth. The final scene demonstrates a complete environment production workflow from concept to polished executable.
Self-made game engine
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This project is programmed with C++ Visual Studio 2019. For my Engine, I added a lot of current Programming design patterns such as: Commands, Game Loop, Components, Singleton, State Machine, Patterns… Also, you can import a .Jpg/.Png file to generate a collision for the map. It fully supports XBOX controller & Audio system. There is also some Debug rendering that you can use from. And to demonstrate how it works together I Re-made a small demo for Bubble Bobble. More info @ https://github.com/kevanvanderstichelen/Engivan.
3D Rendering project with rasterizer technique
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This Project is programmed with purely C++ Visual Studio 2019 and a start Math library and runs on the CPU. Starting off the project I programmed a triangle with each corner has its own color weights , so to build that further up I used the weight to texture it for the first time. After that works successfully I parsed a flying motorcycle to the scene and added some shading with a direction light. To make it more realistic I used Phong, Normal map, glossiness map & specular map. I’ve also added a fire effect on the exhaust with transparency. And last but not least for optimizing this project I've added Triangle box colliders & Frustum clipping.
3D Rendering project with raytracing technique
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This Project is programmed with purely C++ Visual Studio 2019 and a start Math library. This project runs on the CPU. I started off with a plain ray-intersection & sphere ray-intersection rendering (with plain colors). To continue my journey, I’ve implemented Camera movement, lighting and PBR materials. After that, I tried rendering triangles.
To end this project, I’ve made a “.Obj” parser to import my custom meshes into the Scene.
Mad-Max themed project
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For this project, I used 3dsmax for rigging & modeling. For the baking & texturing I used Substance Painter. And the focus of this project is the PBR pipeline of the model. By the style of the DAE bot I got inspired by the original one in the Campus Level of Howest. And giving the bot a bit more mad-max themed feeling...I added rust, dust and edges that are weld with iron in a messy way.
Unreal game engine prototype
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This project is programmed with Unreal Blueprints system and a small part with C++. The Goal of the game is to get as much as possible cube back to your base to gain points, on the route, you’ll have weapons that you can use at your advantage. The HUD gives out which blocks are valid to let you score. And there is AI that will try to beat you or even kill you before the game ends.
High-poly modelled mouse
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This project is modeled with 3Dsmax. I got inspired by my own mouse, I really like minimalistic designs personally.

Assembly programmed minigame (MOS6502)
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This project is programmed with low-level assembly language. Me and Pepijn Verheart made a local-multiplayer game based on Tron. Where you try cage your opponent and if someone hits the “Wall”, the game resets back and gives the other player the score. When the scoring bar is full there will be a winner.
I programmed the HUD part and the movement of the game. As Pepijn Verheart programmed the collision and the end screen. This was all done in the MOS6502 emulator.
Unity game engine prototype
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This project is programmed in C# and is assembled with Unity Game Engine. The Goal of the game is to gather many points as possible. You’ll be spawned with few crowds, you have to eliminate the right pawns (red & yellow ones) and pedestrians you should avoid shooting (else you’ll lose points). Weapons and pickups spawn randomly through the map, so exploring is really a key playing this game. Every round you finished you’ll have the option to upgrade yourself with your points.
Unity leap motion basketball game
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This project is programmed in C# with start Library of Leap Motion. I made a prototype to play basketball with leap motion.
Adventure RPG 2D Game
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This project is programmed in C++ Visual Studio 2017. This a part of a RPG game, you can explore the game at your own pace. There are chest’s that you could loot from, and different kinds of enemies that you could defeat such as Skeletons, Dwarfs… Dungeons that you could explore.
As the avatar, you have a bow & slash weapon. And even magic force pushing ability (like star wars).
But you’re limited of your ammo & Stamina (given in the HUD). Coins that you could collect to upgrade yourself on the way.
Small low-poly City
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This project is modeled with 3dsmax & Textured with Photoshop. I got inspired by a city in France, Annecy. I Liked the Nostalgic feeling and the rivers that flow through the city. When designing the scene I wanted to show off the water, Compact City and vegetation.
local multiplayer 2D board game
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This Project is purely programmed in C++ Visual studio 2017. The goal of the game is to get all your pawns into the designated area in the middle (Relevant to your color). But by reaching there you have to go through the full round. When stepping on someone else’s pawn you’ll be spawned back to the beginning.
With a Dice that will decide your fate to reach your success. It’s all about luck.
Credits to Dennis Van Malderen for the playfield artwork.
Designing 2D Art for games
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A Simple endless runner game focused on the art. It has 5 Layers with a parallax effect.
The Theme of the game is inspired by Hong Kong, the goal of the game is surviving as long as possible and jumping through traps. Its mechanic is comparable to the offline dinosaurs game of Google. I picked the theme of Hong Kong because it’s a part of my home town, And of course skating is my childhood hobby.
Re-made scene with opposite conditions
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First Scene (Night Scene) is the one I remade from the original one to get the feeling of the artist how it’s all puzzled together. As I’ve made the first scene I tried to make a scene that has other condition and eventually other light settings, so I went with the big planets (Moon to Sun) and added a big boat to give the taste of busyness on daylight. And of course I finished it with a shore to illustrate the relaxed setting.