C++ programmer obsessed with real-time graphics, physics, and combat systems.
Studying at DAE / HOWEST. Currently at vFinance.
about
I write games and real-time systems. Currently in my final year at HOWEST Digital Arts & Entertainment in Kortrijk, the best game development school in Belgium.
By day I build financial software at vFinance with C++20 and Qt, which taught me more about performance and architecture than I expected. Before that I spent time with AuTArG Studios building AI and magic systems for Project Nomads.
I care about the things that are hard: frame timing, cache coherency, graphics pipelines, physics that feel good. I've shipped games at jams, built renderers from scratch, and written lock-free data structures for fun.
My dream? Combat systems. Specifically, combat that feels as expressive and fluid as Prince of Persia. That series defined what "game feel" means to me: the weight, the flow, the rhythm of every sword swing. I want to be the person who builds that.
projects & game jams
End-of-year university project. Core gameplay mechanics, real-time performance profiling, audio and visual system integration.
Procedural movement, Chaos Physics cloth sim, AI NPCs with vertex animation, 2-controller local co-op. Built world-building tools for the art team.
Point-and-click puzzle game. Managed UI designers, two programmers, and 3D artists. Taught team members Unreal Engine from scratch.
Fast-paced collaborative game jam project. Gameplay programming and systems design in a tight deadline environment.
technical side projects
Header-only lock-free SPSC / MPSC / MPMC ring buffers in C++23. Zero overhead concurrent data structures.
Custom rasterization pipeline on modern Vulkan. Render passes, descriptor sets, pipeline state objects from scratch.
Low-level rendering engine with DX12. Command lists, descriptor heaps, resource barriers, GPU sync.
Advanced magic system and custom AI perception in Unreal Engine. Built for Project Nomads under mentorship at AuTArG Studios.
Complete RPG framework with turn-based combat. Modular stat systems, action queue, designed for extension.
skills
Languages
Graphics & GPU
Engines & Tools
Systems
Spoken Languages
experience & education
C++20, Qt Widgets and QML. Reusable UI components, multithreaded workflows, software profiling and optimisation, unit test maintenance.
AI systems and custom magic systems under senior mentorship. Game design architecture and technical implementation of complex gameplay systems.
Game programming, 3D graphics, interactive systems. Multiple shipped team projects and game jams.
contact
Open to internships, collaborations, and anything interesting in game dev.
capmare.david@gmail.comBelgium