LIAM
WULLAERT
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Echo Engine
A high-performance game engine built on an ECS architecture with Vulkan-based rendering. and implemented from the ground up with a focus on usability, moduarity and performance.
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Ray Tracer
Got hands-on with graphics programming, played around with the math behind how things get drawn on screen, and experimented with ways to make it all run faster using multi-threading to speed things up.
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DirectX 11 Rasterizer
Dove into how the GPU actually works, got a good grip on the rendering pipeline, and had fun messing around with shaders to see how they shape what ends up on screen.
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Mega Man X
Took on the challenge of recreating Mega Man X in C++ as my first real game project. It was a fun way to dive deeper into game logic, mechanics, and structuring a bigger codebase while bringing a classic arcade vibe to life.
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LIAM
WULLAERT
Programmer • Game Developer • Music Producer
Hi, I'm Liam! I'm in my final year of studying Game Development at DAE. I have a deep passion for programming game engines from scratch, as I take pride into building performant, modular systems from scratch. When I'm not coding, I'm creating music that ranges from techno to harddance, exploring new sounds and rhythms.
EDUCATION
Game Development
2021 - 2025 • Digital Arts and Entertainment
Mutli-Media
2019 - 2021 • Technische Scholen Mechelen
Electrical Systems Installation
2015 - 2019 • Technische Scholen Mechelen
SOFT SKILLS
Problem Solving
Collaborative
Communication
Adaptable
Stress Resilient
Growth Mindset
TECHNICAL SKILLS
C/C++
C#
Vulkan
DirectX
CMake
Premake
Unity
Unreal Engine
Perforce
Git
Ableton
Wwise