About me

Passionate about graphics in video games, looking for an internship.

Interested in making high quality graphical effects and low-level rendering API's.

Experienced working in large teams and enjoy working on multi-displenary tasks with artists or designers.

I am a 3rd year graphics / game programmer at Breda University (Old NHTV). During the last two years I have specialized in graphics programming and put more focus on learning Low-Level rendering API's. I have experience with the following rendering API's: OpenGL, DirectX11 / DirectX12, Nintendo Siwtch lol-level API and shader languages: GLSL and HLSL.

For profiling and debugging I am familiar with using: RenderDoc, PIX and VTune. In my time at school we have worked on many projects with big teams of even 30+ people. I have over 1 year experience in multi-platform development where I mainly fcused on development for the Nintendo Switch. In these school projects we often made use of existing engines like Unreal engine 4 or Unity. At school we tackled the whole process of development, and I have worked on 2 small game releases.




Projects

CPU Raytracing

Lighthouse 2.0


Description:

This project is an ongoing project, so everything here is bound to change. This project is not a game project but more like a tech demo focused on CPU raytracing. For this project, I am writing a CPU raytracing core for Jacco Bikker's Lighthouse 2.0 project. It is a solo project guided by teachers and everything here has been set up over the course of a few weeks.




  •    3 weeks (ongoing)

  •    Role: Graphics programmer

  • 1 people

  •   Custom engine: Lighthouse 2


  •      Role: Graphics programmer

         Languages: C++             

  •      Platforms: Windows PC             

  •      Released: No


DirectX 12 & OpenGL defered rendering

Personal project


Description:

This project is a personal project I work on in my free time outside of school, because of that. it is slow-moving and still a work in progress. This project is intended as a learning experience for me to better understanding DirectX12, and rendering techniques like deferred rendering.




  •    -

  •    Role: Graphics programmer

  • 1 people

  •   Custom engine


  •      Role: Graphics programmer

         Languages: C++, HLSL, GLSL             

  •      Platforms: Windows PC             

  •      Released: No


Seaplane

Over clear waters


Description:

Seaplane is an open-world game made with a big team of 31 people. On this team, I had the role of a graphics programmer. My work was mainly focused on writing shaders, post-process effects, and other visual effects. In total, I worked in this team for two blocks (16 weeks).

One of the biggest tasks I worked on was raymarching volumetric clouds. For this task and a lot of all other tasks, I had to work together in a multi-disciplinary team together with artists, designers, and other programmers.


  •   16 weeks

  •    Role: Graphics programmer

  • 31 people

  •   Unity


  •      Role: Graphics programmer

         Languages: C#, HLSL

  •      Platforms: Windows PC, PS4

  •      To be released: Steam


Chaddius Maximus

For gains and glory


Description:

CHADDIUS MAXIMUS is a Metroidvania like single player game with a pixel art style. The game is created using the custom engine which was made earlier that year. The engine supported both Windows and Nintendo Switch, but the game was only released on Windows on Itch.io. The game is a simple platformer in essence and has a spear which can be used in different kind of ways as an interesting feature. The game features, particle effects, 2D lighting, multiple levels, animations, AI and other features.


  •   6 weeks

  •    Role: Graphics programmer

  • 17 people

  •   Custom engine


  •      Role: Graphics programmer

         Languages: C++, Batch, GLSL

  •      Platforms: Windows PC, Nintendo Switch

  •      Released: Yes, https://www.itch.io/


potions, pls


Description:

Potions pls, is a game made in 2 weeks by a small team consisting of only 2 programmers. For this game, we also made a custom controller using an Arduino. In this game, it is the goal to match the bottom row of potions in the vending machine with the recipe in the recipe book. The recipe book is part of the custom controller. The game is gradually getting harder and harder over time until you reached the final recipe.


  •   2 weeks

  •    Role: Graphics, general programmer

  • 11 people

  •   Unreal engine 4


  •      Role: Graphics programmer

         Languages: C++, Blueprints, arduino

  •      Platforms: Windows PC

  •      Released: No


The Only Way is Forward

A narrative driven puzzle game


Description:

The Only Way is Forward, is a game made in 2 weeks by a small team consisting of only 2 programmers. This game project is a narrative puzzle game, aimed to be played with a VR headset, our release platform was Samsung Gear VR. Needless to say, in this game you solve puzzles to progress to the next area where more puzzles and collectibles await.


  •   2 weeks

  •    Role: Graphics, general programmer

  • 11 people

  •   Unity


  •      Role: Graphics programmer

         Languages: c#, HLSL

  •      Platforms: Windows PC, Samsung Gear VR

  •      Released: No


Skills

List of skill I have developed over the years:

Soft skills

Teamwork

In a team, I like to be a person the rest of the team can rely on, ask for help and open to feedback on a professional level.

Communication

When working in a team I always make sure my communication is clear and up to an expected level and ask for something when it is required.

Feedback

Whenever someone gives me constructive feedback I try to consider and do something with it where suited. The level of my deliverables will also increase when I ask for feedback frequently.

Motivation

Having a well-motivated team is one of the key factors of a successful project in my experience. Within a project, I am always very motivated for the project itself, but also to find new learning opportunities and experiences I did not have before.

Flexible

Within a team, I always try to be as flexible as I can be to help the team move forward and complete my own tasks. I have noticed this will often help a team move beyond blocks or setbacks.

Contact me

If you have any questions or comments feel free to contact me using the contact information found below.

Home

Oss - North Brabant,
The Netherlands

Call

+31 43610349

Email me

p.averink@gmail.com

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