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Engine

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Graphics

 

Programmer

Hi, I'm Mauro. I have experience with modern C++ and Vulkan, and I constantly explore new techniques in GPU programming, multi-threaded systems, and game engine architecture. Additionally, I've worked with different profilers and debug software while working on my 3D engine to expand my skillset further.

I am looking for an end of study internship starting in middle of February, 2026 as a (game) engine developer or graphics programmer.

I am able to work remote or move abroad if necessary for this internship (I'm situated in West-Vlaanderen, Belgiƫ), for more information contact me.

About Me

Ever since I was introduced to games like Minecraft, The Last of Us and Assassin's Creed IV: Black Flag as a child I've wanted to work on games, now this has evolved into a passion for working on systems that will help others create and enjoy games.


It's a dream of mine to create my own game eventually. But for now I am focused on learning as much as possible about game engine development and graphics programming, I mostly do this through my 3D Engine project (MauEng).


I'm currently a student at Digital Arts and Entertainment, studying the major Game Development. This bachelor program heavily focuses on modern C++ and game development practices currently used in the industry.


In the next section you can find some of my projects.

Projects

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3D Game Engine

A 3D Game Engine focused on rendering techniques with Vulkan, and modern (C++) engine programming patterns. I still actively work on this project to learn more about engine architecture, rendering techniques, and multi-threaded systems.

The engine has a rendering pipeline that supports deferred rendering with instancing and debug rendering (rendering shapes), a custom event system, an input system that supports mapping actions to keybinds, and more.

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Maze Crusade

An Assembly 6502 game, made for the NES and it runs on the actual hardware! The project contains a maze generation algorithm (Prim's) and 2 solving algorithms (BFS and left-hand rule).

This project has taught me a lot about low-level programming. This includes (manual) memory management through creating data structures and algorithms, adapating code to fit the NES memory constrains, and understanding the limitations of the NES hardware.

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Flowfield Pathfinding

A gameplay programming research project. I researched how to make pathfinding in games with big crowds more optimal using flowfields. This approach makes giving terrain a cost for specific unit types very easy and can easily be combined with different steering behaviours to make the movement look more natural.

I will continue this project in the near future to further optimize the algorithm, and clean the code up. Additionally I would like to test this in 3D (using my 3D engine project).

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Bumpurr Cars

A game made in Unreal Engine with 2 other programmers and 3 artists. I was responsible for prototyping, creating the score system, hazard system and power-up spawn system, and physics (arcady collisions). The different systems were made in C++ and Blueprints and are easily customizable in the editor.

As this was a group project it also refined my soft skills (planning, working in team, testing tasks). The source control for this project was via Perforce.

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UUID Library

A C++ library for generating Universally Unique Identifiers (UUIDs) using the RFC 4122 standard. This library is used to generate unique identifiers for objects, entities, or resources in applications.

I created this small library for my 3D engine project (MauEng) to generate unique IDs for entities and resources.

Skills

Tech Stack

  • C++
  • Vulkan
  • C#
  • Assembly 6502
  • Lua
  • Visual Studio
  • Ureal Engine
  • Unity
  • CMake
  • Github
  • Git
  • Perforce