Luca De Meyer

Final-year Game Dev student @ Howest DAE

Final-year Game Development student with a broad interest across the tech stack. While I have strong experience writing custom renderers and engine cores, I also love building gameplay systems and standalone games. Currently exploring all sides of development to find my niche, and looking for an end-of-study internship.

Featured Projects

Vulkan Hybrid Ray Tracing
Graduation Work

Thesis: incremental analysis of hybrid RT performance in Vulkan. 1 SPP + SVGF denoising vs higher sample counts.

C++ Vulkan CMake GLSL
2D Engine + Tron
Tron Project

Custom C++ component-based engine built from scratch, then used to ship a recreation of the 1982 arcade classic.

C++ CMake
Vulkan Renderer
GP2 Project

Custom Vulkan renderer with an integrated render graph. Built from scratch — starting from the vulkan tutorial, build into fully custom render engine.

C++ Vulkan CMake
Life in a Modern Prison Cell (VR)
đŸĨŊ Confidential Case Study

UE5 VR experience for a real client — 1:1 scale prison cell, standalone Meta Quest 3, stable 90fps. I owned all the interactables.

C++ Unreal Engine VR | Meta Quest 3

More projects coming soon

Other Work

DirectX11 Hybrid Rasterizer

GP1 coursework. a DX11 hardware rasterizer — Cook-Torrance materials, normal mapping. Where the fundamentals got built.

C++ DirectX11 School Project

Current Research & Design

Chroma & Sketch Early Development

A couch co-op puzzle-platformer set in a world that forgot how to feel. I'm managing the full cycle — C++ systems, UE5 shaders, 3D assets, and audio — to see if one person can actually pull that off.

C++ Unreal Engine Solo Project Maya Substance Reaper
Progress

Technical Skills

Languages
  • C / C++ (Primary)
  • GLSL / HLSL / Slang
  • C#
Tools & Tech
  • Vulkan / DirectX11 / OpenGL
  • Unreal Engine 5 / Unity
  • Git / Perforce / CMake
  • Maya / Substance 3D
  • Reaper

About me

Education & Focus

Final-year student at Digital Arts and Entertainment, Howest. While my portfolio leans heavily into engine cores and graphics pipelines, I've spent plenty of time building gameplay systems and standalone projects. I enjoy understanding the entire stack and am still exploring which specific area I want to specialize in long-term.

Beyond the Screen

Basketball coach and player. Coaching a team means reading people quickly, making decisions under pressure, and getting individuals to function as a system — which turns out to be useful in game dev too.