Software engineering graduate, looking for technically challenging job opportunities.
After starting my journey as a programmer at Fontys, where I studied both Software engineering and Technology. I made the leap to game programming at BUAS, to further develop myself as a C++ programmer while working on various projects in cross-disciplinary teams.
To conclude my studies I worked at Triumph Studios for 5 months as a C++ game programming intern. As part of the development team, I worked on improvements and new features for Age of Wonders: Planetfall, such as the auto-exploration system.
A selection of my best work can be found below. If you’d like to get in touch, shoot me a message at mail@kennethbuijssen.com
mail@kennethbuijssen.com CV - pdf CV - wordMerge assist
Merge assist is a prototype for a custom blueprint merge tool, meant to improve upon the merge workflow of the unreal engine. It removes the need to switch back between the diff and blueprint editor. And streamlines the merge process by converting each diff and conflict into changes which can be applied automatically.
Project Sulphur
Project Sulphur is a cross platform game engine, supporting multiple rendering and physics backends. In the first 3 months of the project a technical design document was created. This document was then used by the team to create the engine in the following 9 months. In this project I was one of the engine programmers, my main responsibilities where to implement the windows platform, job system, and serialization.
Hex engine
The hex engine is a custom game engine for turn based games on a hex grid. It includes lua for the gameplay scripting and a custom editor. In this project I was one of the engine programmers, responsible for writing part of the engines core. Including the platform and entity component system.
Nebelkampf
Nebelkampf is an online turn-based strategy game build using the hex engine. For this project I functioned both as an engine and gameplay programmer. Supporting the game team by adding and improving on the engine’s tools, debugging and troubleshooting any issues that came up. Next to this I supported the gameplay team specifically, setting up a framework for the designers to work with, and helping them with the code design and implementation of the game.
Lupus
Lupus is an illusion-based puzzle platformer inspired by games such as monument valley. The goal is for the player to explore the game world by rotating it, allowing different paths to become available based on the current perspective.
Skills
- Dutch (Native) and English (Proficient)
- C++, C#
- OpenGL 4
- Perforce, Git, SVN
- Jenkins
- CMake
- Unity engine
- Unreal engine plugin development
- Scrum & agile development
In the past I've been part of a wide range of different projects from programming Atmega328P microprocessor to maintaining a virtualized home lab.
Through all of this I've gained various levels of knowledge of a multitude of programming languages and technologies, not mentioned under my skills. Including C, Python, Lua, CSS3, html5, Java, Javascript, MySQL, Oracle SQL, PHP, Python, NGINX, and various linux distributions.