M a u r o   D e r y c k e r e .

Engine
 & 
Graphics
 
Programmer

Engine & Graphics Programmer building MauEng, a 3D game engine with Vulkan. I work with modern C++ daily and constantly explore GPU programming, multi-threaded systems, and engine architecture. I've built an Assembly 6502 game that runs on real NES hardware and created cross-platform profiling tools.

Graduating in September 2026 and open for engine, graphics, or systems programming positions.

About Me

Growing up with games like Minecraft, The Last of Us and Assassin's Creed IV: Black Flag sparked my passion for game development. That passion has since evolved into a deep interest in the systems behind games, specifically engine architecture and graphics programming.

I'm currently focused on learning as much as possible about game engine development and graphics programming through my 3D engine project, MauEng. It's a dream of mine to create my own game eventually.

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

Outside of school and my engine projects, I'm very dedicated to the gym. I powerlift and hope to compete sometime soon. I also enjoy reading books (mostly fantasy) and, of course, playing games.

Projects

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MauEng - 3D Game Engine

C++VulkanEngineGraphicsCMake

A custom 3D game engine built from scratch with C++ and Vulkan. Features a deferred rendering pipeline with instanced draw calls, debug shape rendering, a custom event system, and a configurable input system with action-to-keybind mapping.

Actively developed as my primary project for exploring engine architecture, multi-threaded systems, and GPU programming. Profiled and optimized using my custom Profiler library.

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Maze Crusade

Assembly 6502NESGameLow-Level

A game written entirely in Assembly 6502 for the NES that runs on real hardware. Implements maze generation (Prim's algorithm) and two solving algorithms (BFS and left-hand rule), all within the NES's 2KB RAM constraint.

Built custom data structures and algorithms from scratch with manual memory management, no standard library, and no high-level abstractions. Pure low-level programming against real hardware limitations.

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Flowfield Pathfinding

C++ResearchGameplay Programming

A research project into scalable crowd pathfinding using flowfields. This approach efficiently handles large numbers of agents by computing a single shared flow field per destination, making it easy to assign terrain costs for specific unit types.

Planned next steps: a general refactor, adding support for steering behaviours, and implementing the system into game engines including MauEng.

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Bumpurr Cars

C++Unreal EngineBlueprintsGamePerforce

An Unreal Engine game built in a team of 3 programmers and 3 artists. I developed the score system, hazard system, power-up spawning, and arcade-style physics/collisions. All systems were built in C++ with Blueprint-exposed parameters for easy designer iteration.

Team collaboration via Perforce with structured planning and task tracking.

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Profiler Library

C++LibraryCross-PlatformCMake

A lightweight, cross-platform C++ profiling library designed to minimize measurement overhead. Supports multi-threaded profiling with output compatible with both Optick and Google Trace for visualization.

Built to instrument MauEng and other projects. Simple macro-based API for scoped profiling that you can drop into any codebase. Used to identify and fix performance bottlenecks across my engine's rendering and update loops.

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UUID Library

C++LibraryCMake

A C++ UUID generation library implementing RFC 4122. Provides unique identifiers for entities, resources, and objects in engine and application code.

Built as a dependency for MauEng's entity and resource management systems. Header-only, minimal overhead, and straightforward to integrate.

Skills

Tech Stack

  • C++ - Primary language, engine & tools development
  • Vulkan - Rendering pipeline in MauEng
  • C# - Unity projects & tooling
  • Assembly 6502 - Built a game that runs on real NES hardware
  • Lua - Scripting & game logic
  • Python - Scripting & automation
  • Visual Studio - Primary IDE
  • Unreal Engine - C++ & Blueprints
  • Unity - C# game development
  • CMake - Build system for all C++ projects
  • GitHub - Version control & collaboration
  • Git - Daily use across all projects
  • Perforce - Team projects (Bumpurr Cars)