About Me


Building games is not a job, it's a passion, a dedication to the user experience. Always keep the player in mind every step of the way! I want to work with talented and passionate people, you can not push yourself if you don't work in a team constantly trying to do the impossible and actually doing it. Impossible is my favorite word because as soon as this word is dropped it becomes a challenge to prove otherwise.

Personal Info


Software Engineering

AAA Software Engineering services, from systems engineering to gameplay, I can handle every software engineering task. I can work with the following technologies immediately:
  • C++, C#, Java, Python, Go, Rust, Blueprint, LUA, ASM
  • Unreal Engine 4, Unity, Ogre 3D
  • Bullet Physics, Newton, ODE, Havok
  • OpenAL, FMOD
  • OpenGL, DirectX
  • CUDA, OpenCL, Direct Compute
I can also work with in-house libraries but will need a couple of weeks to ramp-up.


I offer services in Research & Development in the following fields:
  • Networking, UDP/TCP, small to large scale clusters.
  • Engine architecture, mobile or next gen.
  • Artificial intelligence, path finding, dynamic learning...
  • Overall optimization, branch prediction, memory density...



I provide software engineering services to Zenimax Online Studios for the AAA MMORPG The Elder Scrolls Online. I designed security solutions for the game and continue to improve the game's engine as well as provide the appropriate tools to other engineers. I also spend a lot of time working on Core features such as Job based multi-threading, lock-less implementation of data structures, fast and dense memory pools...


We are working on our own adventure game using Unreal Engine 4, we also contribute to Epic Games' engine. We are big fans of the game The Legend of Zelda: The Wind Waker which is why we going for a similar feel in this title.

Game Jams

During Epic Game's september 2015 GameJam I was the lead programmer of the game "Climb Fall Repeat". I spent most of my time writing easy to use classes to make it easier for junior programmers to tweak the gameplay and use blueprints efficiently.