Hello!

I'm Igli, a motivated game programmer striving to write clean and efficient code. Having plenty of first hand experience with working in a team, I have grown to be an enthusiastic, hard-working team member, who's passion is the development of story and gameplay driven games!

Over the past 7 years I have been working on several team projects and personal projects.
In 2021 I graduated from Saxion Univeristy of Applied Sciences with a Bachelor of Science in the field of Game Engineering.
I am currently working as a Game Programmer at Behaviour Interactive Rotterdam.

I have been programming games since 2016 and have gained experience in critical thinking and problem solving.
These are some of the tools I have used during my development: ​

Languages: C#, C++, Lua, Javascript ​

Version Control:Github, SourceTree, Git Kraken ​

Management Tools: Trello, YouTrack ​

IDE: Visual Studio, Visual Code, Rider, CLion ​

Engines: Unity3D, GameMaker ​

Methodologies: SCRUM

Crow Engine
During my third year, I created a C++ ECS engine called Crow as a research project. To manage the memory I created a framework called Feather which is responsible for ECS logic and memory management.
You can read more about this research project here.

Shadowrun Trilogy: Console Edition

The Shadowrun Trilogy comprises 3 cult tactical RPG games taking place in a dystopian cyberpunk future in which magic has re-awakened, bringing back to life creatures of high fantasy. Initially created as a tabletop RPG over 30 years ago, this one-of-a-kind setting that has gained a huge cult following during the past three decades.
My main tasks and responsibilities were as follows:

Console porting, mainly for Xbox One/Series and Nintendo Switch (Including Bug fixing, optimisations, and certificate issues).
UI Programming and touch implementation for Switch.
General gameplay bug-fixing and code improvements.  

Exodus Burned

During 2019 I interned at a company called Pillow's Willow VR studios. At the time the studio was developing a game called "Exodus Burned". "Exodus Burned" is a XR 4-player location based game which uses motion capture suits to transform player movement from the real world into the game world in realtime.
My position at the company was "Gameplay programmer Intern" and I worked on a variety of different features such as: creating new gamemodes and tweaking existing ones, Shaders, Image Procession using OpenCV for custom AR, etc.
More info regarding "Exodus Burned" can be found here.

ECS Game Engine

During my 6-month school project called "Minor Skilled" I decided to focus my research and project in Enity-Component-Systems (ECS). My final product is a C++ Engine called Crow which uses a custom ECS framework I called "Feather". In order to test and prove some of the benefits of ECS architecture I decided to build a simple RTS game called "Graveyard Warz".
All the gameplay systems and most of the engine systems are built using Feather. To read more about the development of this project and some of the tests that were perfomed against Unity Engine click here.

Planet X

Planet X is a game our team developed during the Game Jam 2019. The team consisted of 3 people: 2 Designers and 1 Engineer. Being the only Engineer in the group, I got to learn a lot about Unity and how to make a fun game in only 48 hours.

Insectomancer

Insectomancer was developed as a school project during 2nd year of studies by a team of 8 people (3 Engineers, 5 Designers). Working in such a big group made me learn more about working in a team using tools such as Git/Sourcetree and methodoligies like Scrum. In this project I got to work on character movement/abilities, companion movement/abilites, HUD, UI and Menus. The game was made using Unity Engine and C#

Asgard

Asgard is a game we developed during the first year of my studies. The team consisted of 2 Engineers and 4 Designers. During this project I got to work on AI/Steering Behaviours for 3D enemies, SFX, particle systems and menus. The game was made using Unity and C#

Shinjou

Shinjou is a Japanese-themed game that I worked on together with a team of 6 members (3 Engineers, 3 Designers) as a school project. My focus lied on scripting the player's movement and mechanics (e.g. reflecting projectiles), as well scripted all HUD elements. All scripting was done Unity and C# and additional tools used were Git/Sourcetree and Scrum.

Basin

In this 4-week project we developed a game in a custom engine created by us from scratch. We were a team of 8 people (3 engineers, 3 artists and 2 designers). The Engine had to be made in C++ and using OpenGl as a graphic library. During this project I got to work on the rendering pipeline, core functionality of the engine like component system, scene system and level editor for the engine.  Additionally, I also focused on the mechanics of the game: painting the tiles, bombs, cannons and the grid system. 

Circle Fly

During the summer of 2018 I challenged myself to find a game idea, develop it, polish it and publish it. I decided to make a hyper casual game for mobile devices (IOS/Android). Circle Fly was created in 3 weeks and is currently available to download on both Appstore and PlayStore. During the development of this game I got to learn about ad's workflow, menus, in-game purchases, tweening.

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