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Hi! I'm Sander

I’m a game programmer and alumni of Breda University of Applied Sciences. I've been completely captivated by game development for as long as I can remember. My main interests are Engine Architecture, Tools, Audio, Networking, and Gameplay Programming. My areas of expertise are Unreal Engine, Godot, C/C++, and C#, and I'm constantly learning new skills, such as new engines and programming languages.

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Experience

Internship at Behaviour

At Behaviour Rotterdam, I worked on King of Meat, a cross-platform C++ game, focusing on porting and optimizing systems for Nintendo Switch. I gained experience in performance tuning, debugging, and adapting software for constrained hardware environments. Additionally, I worked within an Agile development process and used version control and build automation tools.

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Projects

Click a project for more info!
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Kra-Ken

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Plink Language

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Side-Tracked

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Skills

Languages
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C/C++

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Rust

C#

Rust

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Lua

Engines & API's
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Unreal Engine

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Godot Engine

OpenGL

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Steamworks

Tools
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Jira

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Git

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Perforce Helix

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Side Projects

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IMGUI Library

At the end of my studies, I did a personal project for 8 weeks where I would create an IMGUI library.

This IMGUI library functions different from most other IMGUI libraries, because it builds an actual hierarchy of boxes and runs a layout algorithm on them. This allows you to create layouts that are oridinarily impossible with IMGUI.

I learned a lot about tooling in gamedev, how to build UI from scratch, and how to create an abstracted (2D) rendering API.

 

Online Platform Fighter

A platform fighting game with custom rollback netcode written in C++. 

The gameplay was supposed to be a lot like Super Smash Bros Melee, fast-paced with big combos.

I had to write some small tools like a hitbox editor, curve editor, and introspection of player attributes. I also had to write custom physics because Box2D was not deterministic, and you need determinism for rollback netcode.

FM Synth

This was a tiny DAW project written in Rust. It allowed me to experiment with audio programming and learn about various types of instruments and effects. It was also my first non-trivial Rust project. I learned a lot about the borrow checker and various other features of Rust.

Features include Oscillators, FM Synth, Envelopes, Wave Inspector, and WIP Track and Note Editors. 

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