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Martijn Hagenaars
C++ Game Engine Programmer

Hi there! My name is Martijn Hagenaars, and I'm a passionate C++ programmer with a strong interest in game programming and game engine development.  I began programming in 2020 and have enjoyed it ever since.

I have always been interested in learning about new concepts and tackling challenging tasks.  From 2021 to 2025, I studied programming within the Creative Media and Game Technologies program at the Breda University of Applied Sciences, focusing on game engine development and collaborating on several large team projects. In 2025, I graduated cum laude with a GPA of 3.93/4.0 and earned my Bachelor of Science degree.

I want to continue working in the games industry and contributing to amazing projects! Feel free to reach out!

LAGGED

Personal project where I'm working on creating a general-purpose engine
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The Last of Us Part II Remastered for PC

The PC port for The Last of Us Part II
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On the Bubble

A Monkey Ball-inspired game running on a custom game engine
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Project Timeline

Below are some of the projects that I worked on over the last couple of years.
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The Last of Us Part II Remastered for PC

Organization: Nixxes Software
Platform: Windows
Tools: C++, LISP
Team Role: Systems Programmer Intern
Release date: April 3, 2025
Duration: 1 year
The Last of Us Part II is a third-person action-adventure game following Ellie and Abby through a post-apocalyptic world, now available on PC and playable with mouse and keyboard. My contributions to the PC port included reworking the Weapon HUD for improved mouse-and-keyboard support (including two distinct selection systems that account for all accessibility options), reviewing and updating all control schemes to enhance mouse-and-keyboard support, and fixing numerous gameplay and engine bugs leading up to and following the release. I also contributed to the development of the new Chronological gamemode, which was introduced in Patch 1.5 for PC. This included work on gameplay logic as well as engine functionality.
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On the Bubble

Organization: Breda University of Applied Sciences
Platform: Windows, PS5
Tools: C++, Custom Engine
Team Role: Lead Engine Programmer
Release date: September 22, 2024
Duration: 1 year
On the Bubble is a monkey-ball-inspired game developed for Windows and PS5, built on a custom game engine created during our third year at Breda University of Applied Sciences. Key features of the engine include a custom raytracer, a custom physics engine and a custom level editor. My contributions included implementing the core game object system, which serves as the foundation for all in-game entities, and developing level management systems that support multithreaded loading, unloading, and level transitions. I also created an easy-to-use serialization and deserialization system, using a single function to handle (unique) variable serialization and file I/O across both platforms.
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LAGGED

Organization: Personal Project
Platform: Windows
Tools: C++
Team Role: Lead Programmer
Release date: Ongoing
Duration: Since August 2023
LAGGED (which stands for "Learning About Graphics and Game Engine Development") is a personal project where I work on creating a general-use engine. 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. My contributions included implementing the core game object system, which serves as the foundation for all in-game entities, and developing level management systems that support multithreaded loading, unloading, and level transitions. I also created an easy-to-use serialization and deserialization system, using a single function to handle (unique) variable serialization and file I/O across both platforms.
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Ruckus & Rascal

Organization: Breda University of Applied Sciences
Platform: Windows
Tools: Unreal Engine 5.1
Team Role: Lead Programmer
Release date: June 23, 2023
Duration: 16 weeks
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! My contributions included creating the AI enemies, as well as tools to customize their behavior. I also implemented several interactive objects.
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EGO Engine

Organization: Breda University of Applied Sciences
Platform: Windows, Xbox One
Tools: C++, Custom Engine
Team Role: Engine and Tools Programmer
Release date: January 20, 2023
Duration: 16 weeks
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 the Entt library), creating the level systems for loading and unloading level data from JSON files, saving and loading of both player and level data using Cereal (a serialization library), as well as writing the tools for creating and decorating the levels.
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Astrohaunt

Organization: Breda University of Applied Sciences
Platform: Windows
Tools: Unreal Engine 5.0
Team Role: Enemy and AI Programmer
Release date: July 1, 2022
Duration: 8 weeks
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! My contributions include creating the three ghost enemies, their attacks and their AI behaviors.
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Dungeon Crawler on a Raspberry Pi

Organization: Breda University of Applied Sciences
Platform: Linux
Tools: C++, Custom Engine
Team Role: Programmer
Release date: April 14, 2022
Duration: 8 weeks
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. This was a solo project; I wrote all of the engine and gameplay code myself
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CPU Raytracer

Organization: Breda University of Applied Sciences
Platform: Windows
Tools: C++
Team Role: Enemy and AI Programmer
Release date: January 28, 2022
Duration: 8 weeks
A CPU raytracer, where primitive objects, like spheres and spheroids, can be rendered in real time (around 30fps). This was a solo project; all code was written by me. Primitive objects can contain reflective and refractive materials. In order to accomplish real-time framerates, 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

Organization: Breda University of Applied Sciences
Platform: Programmer
Tools: C++
Team Role: Programmer
Release date: November 5, 2021
Duration: 8 weeks
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

OpenGL

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Graphics API

Unreal Engine

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Blueprinting

Visual Studio

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Integrated development environment

Scrum

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Scrum

GitHub

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Source control

Let's get in touch! 👍🏻

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