Custom Engine Blightspire

SCHOOL

 

VULKAN

 

TEAM

 

During my third-year at BUas I have the privilege of working for one year on a custom-engine. As graphics programmer I am responsible for setting up a renderer using Vulkan, that is optimized to run at 60fps on a Steam Deck.

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Two Pass Occlusion Culling

PASSION

 

VULKAN

 

SOLO

 

For a self-study project, I wanted to learn more about how to perform occlusion culling. I found a recent article that talks about the two-pass approach, and I researched and implemented this approach into our custom engine.

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Blossom - Nature Simulator

SCHOOL

 

OPENGL

 

TEAM

 

Blossom, is a nature simulation engine that makes use of procedural tools to create natural landscapes. My main responsibility was to work on the graphics for the PC and incorporated the grass simulation I developed a prototype for a couple of months ago. However, in this engine it got the attention and place it really deserved to shine!

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Grass Rendering

SCHOOL

 

OPENGL

 

SOLO

 

During this project, I researched grass rendering and animation. The goals I set for myself were to render high quantities of geometry within short durations and make it modular. The final result reached those goals and more!

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Who am I

Hey, I'm Ferri, I'm a graphics programmer with multiple years of experience. I started as a Unity game developer and have since transitioned into low-level graphics.

I'm currently in my third-year at Breda University of Applied Sciences, where I am working a year long project to create our own game engine. Here I am applying my graphics knowledge through Vulkan and help make our game look and stay optimized.

I primarily know and use C++, but also have experience with different programming languages, like C#, python, and javascript. I also enjoy learning about new programming languages, for example, I'm currently learning about zig!

Curious to know more? Have a look at my projects or take a look at one of my articles!

Check out my resume here