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

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

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

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

Lovecraftian couch co-op. Fight a cult, transcend to the Astral Plane, hope your friends don't let you die.
UE5 VR experience for a real client â 1:1 scale prison cell, standalone Meta Quest 3, stable 90fps. I owned all the interactables.
More projects coming soon
GP1 coursework. a DX11 hardware rasterizer â Cook-Torrance materials, normal mapping. Where the fundamentals got built.
A couch co-op puzzle-platformer set in a world that forgot how to feel. I'm managing the full cycle â C++ systems, UE5 shaders, 3D assets, and audio â to see if one person can actually pull that off.
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.
Basketball coach and player. Coaching a team means reading people quickly, making decisions under pressure, and getting individuals to function as a system â which turns out to be useful in game dev too.