Game programming student focused on real-time systems and engine-level development.
Working primarily with C++ and graphics pipelines, with emphasis on architecture, performance, and scalability.
- Game engine architecture (ECS / component-based design)
- Real-time rendering fundamentals
- Low-level C++ systems programming
- 2D / 3D interactive applications
- Performance-conscious design
- Lightweight logging wrapper (spdlog-based abstraction)
- Prototype 2D action game systems
- Experimental mini game engine (WIP)
- Rendering pipeline exploration projects
- Data-oriented design
- Memory layout optimization
- Game loop architecture
- Rendering abstraction layers
- Tooling for game development pipelines
Build a small but complete game engine capable of:
- Stable real-time rendering loop
- Modular ECS architecture
- Expandable asset pipeline
- Debug-friendly tooling
Real-time systems are about constraints, not features.

