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Martijn Hagenaars
C++ Game Engine Programmer

Hi there! My name is Martijn Hagenaars. I am a student at the Breda University of Applied Sciences where I'm studying Game Development and focusing mainly on game engine development in C++.

I first started programming in 2020 and have enjoyed it ever since. I have always been interested in learning about new concepts and tackling challenging tasks .

During my studies, I work on large group projects where good communication is key . During these projects, we use  Scrum processes to ensure that the team can work as efficiently as possible. In some projects, I have taken on the role as programming lead , where besides implementing features, I also ensured that scrum processes were being followed and that all team members were on the same level. 

I have also worked on several solo projects . During these projects, I can work efficiently and in an organized manner in order to create large applications.

After graduation, I want to continue working on game engines in the games industry .

Project Timeline

Below are some of the projects that I worked on over the last couple of years.
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On the Bubble

Type: Custom Engine
Duration: 1 year
Platforms: Windows, PS5
Tools: C++
Team role: Engine programmer
Team size: 13
Release date: Q2 2024
On the Bubble is a custom game engine with the goal of creating a monkey-ball-inspired game for Windows and PS5, using raytracing, custom physics and a custom level editor. For this project, I am mostly focusing on engine development. My biggest contributions so far have been for systems for creating, updating and handling game objects, as well as implementing a custom serialization and deserialization system using prefabs. This project is currently in development.
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LAGGED

Type: Game Engine
Duration: 16 weeks
Platforms: Windows
Tools: C++
Team role: Programmer
Team size: 1
Release date: 2024
LAGGED (which stands for “Learning About Graphics and Game Engine Development”) is a custom game engine project where I try to learn new things about certain topics in graphics and engine development. In this project, I’ve been researching and implementing GLTF model support, as well as procedural terrain generation. The goal is to implement a procedural city generator. This project is currently in development.
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Ruckus & Rascal

Type: Game Project
Duration: 16 weeks
Platforms: Windows (itch.io)
Tools: Unreal Engine 5.1
Team role: Lead programmer
Team size: 12
Release date: June 23, 2023
Grab a friend and start your journey in this chaotic co-op adventure where you play as two devious raccoons who love causing chaos. Use each other's strengths to make your way through the diner towards the head chef, and teach him a lesson for screwing up your home. But be careful, the diner's staff doesn't like you messing with their property, so they will try to catch you!
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EGO Engine

Type: Custom Engine
Duration: 16 weeks
Platforms: Windows, Xbox
Tools: C++
Team role: Engine and tools developer
Team size: 6
Release date: January 20, 2023
EGO Engine is a custom game engine, specifically designed for metroidvania-style games. The engine runs on both Windows and Xbox One. For this project, I worked on implementing the ECS (using Entt), creating a system for loading and updating the level, saving and loading level data using Cereal (a serialization library), as well as tools for creating and decorating the levels.
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Astrohaunt

Type: Game Project
Duration: 8 weeks
Platforms: Windows
Tools: Unreal Engine 5.0
Team role: Enemy and AI programmer
Team size: 13
Release date: July 1, 2022
Get ready to blast off for a spookily extraterrestrial experience! An overly ambitious scientist’s experiment has gone horrifically wrong, and his mansion has been transported into space. It is your duty to rid the mansion of a horde of restless ghosts. Take over the different ghost’s powers to benefit you in your traversal through the scientist's mansion: Boost your health, increase your shot number, and gain new powers by trapping the ghosts in a fast-paced and immersive minigame! Clear as many floors of the mansion of ghosts as possible and de-haunt the cosmos! See you in space, Astronaut!
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Dungeon Crawler on a Raspberry Pi

Type: Game Engine
Duration: 8 weeks
Platforms: Linux
Tools: C++
Team role: Programmer
Team size: 1
Release date: April 14, 2022
A 3D dungeon crawler game, inspired by the classic arcade game “Gauntlet”, running on a Raspberry Pi 4. This project uses 3D graphics using OpenGL, support for diffuse and specular textures, Phong-based lighting from multiple sources and .obj model loading. It also uses the Bullet library for physics, as well as ImGui for the UI. For the gameplay, it contains a procedural dungeon generator, two different player classes and three unique enemies.
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CPU Raytracer

Type: Raytracer
Duration: 8 weeks
Platforms: Windows
Tools: C++
Team role: Programmer
Team size: 1
Release date: January 28, 2022
A CPU raytracer, where primitive objects, like spheres and spheroids, can be rendered in real time. Primitive objects can contain reflective and refractive materials. In order to accomplish real-time framerates (around 20fps), a custom BVH system was implemented, as well as a multithreading system for spreading rendering workload across multiple threads.
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Recreation of R-Type

Type: Game Project
Duration: 6 weeks
Platforms: Windows
Tools: C++
Team role: Programmer
Team size: 1
Release date: November 5, 2021
A recreation of the first level from the classic arcade game “R-Type”. This project tries to recreate the first level as closely as possible, containing many of the same enemies, upgrades, and level layouts. This was the first project at BUAS and was used to introduce us to C++ game development. Even though this was the first game project that I worked on, I still managed to implement various interesting mechanics, like per-pixel collision, spline-based movement for certain enemies and the FABRIK algorithm for the boss fight at the end of the level.

Skills

Below are programming languages, libraries and tools that I use regularly and that I am familiar with.

C++

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My primary programming language 3 years

OpenGL

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Graphics API 2 years

Unreal Engine

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Blueprinting 4 years

Visual Studio

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Integrated development environment 3 years

Scrum

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Scrum 2 years

GitHub

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Source control 2 years

Let's get in touch! 👍🏻

Do you have a question, want to work together or just want to say hello? Contact me below!