Hi there! I'm Kevin

I'm a Game Engine Programmer who enjoys solving hard problems and squeezing the most out of the CPU and GPU,
while ensuring everything runs reliably across platforms.

Formerly working as an Engine Programmer at Crytek, I'm currently developing Galaxy Golf in my own C++ engine, tako.

Showcase



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Galaxy Golf (Working Title)

Golf with weird Physics

Current Game I'm working on. It's a golf game with planetoid physics (Super Mario Galaxy inspired). It's built on top of my engine and I'm developing the physics engine myself from scratch.



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Hunt Showdown: 1896

Engine Upgrade

At Crytek I worked on Hunt: Showdown as an Engine Programmer, helping to upgrade the game to a newer CRYENGINE version and improving performance and compatibility on PC, Xbox and PlayStation.



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tako

My game engine

Originally starting out as playground for learning game engine development, tako is now the C++ engine I use to power my projects. It features an ECS, WebGPU based renderer and multithreaded job system. It runs on Windows, Linux and on the web via WebAssembly.



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Flocking Simulation

Classic Boids, multithreaded

Flocking Simulation able to simulate and render 300,000 independent Boids on my Ryzen 5800x and RTX 3080 comfortably around 60-70 FPS, built on my own engine tako. It uses my job system to split the work around all threads. I also implemented an Octree and applied data-oriented principles to further increase the performance.



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Planetoid Physics

Super Mario Galaxy like platformer physics

Small Demo I've put together, showcasing multiple planetoids having their own gravity fields and platformer controls. Requires a WebGPU supported browser.


I made even more projects over the years, which you can checkout here