š 3rd year game programming student at Breda University of Applied Sciences.
Hi! Iām Simen Wolters, a game programming student at Breda University of Applied Sciences, specializing as a generalist programmer with experience in gameplay, engine, tools, and graphics development.
I primarily work in C++ and have built both custom engines and Unreal Engine projects in solo and multidisciplinary teams, including leading a team of programmers on a large-scale production project. I enjoy designing scalable systems, solving technical challenges and collaborating closely with designers and artists to create polished gameplay experiences.
Outside of programming, I enjoy playing games, exploring music and films, spending time outdoors, and working on small creative side projects. Iām naturally curious and like learning new skills, both technical and non-technical.
Currently seeking a game programming internship starting Summer 2026.
Date: February 12, 2026
Programming Lead for a 25+ member university team currently in production, developing an Unreal Engine title planned for release on Steam. Responsible for coordinating a team of 7 programmers and guiding gameplay systems development.
Date: April 11, 2025
Mantis Engine is a custom cross-platform C++ engine for Windows and OpenXR-based VR. Development spanned 16 weeks, beginning with an 8-week core engine phase by a team of five programmers, followed by an 8-week production phase with an expanded multidisciplinary team, during which the engine was further extended to support a full game.
Date: November 1, 2024
A solo project, where the aim was to add core engine functionality to a custom ECS-based C++ cross-platform game engine. This project focused on the AI & Physics modules of the engine.
Date: October 31, 2025
Audio Analyzer plugin for Unreal Engine 5 was a solo research project focused on making audio analysis more accessible within UE5. The plugin analyzes audio data to generate events for audio-reactive gameplay elements and visualizations, abstracting complex audio analysis workflows into tools that are easier to use and integrate.
Date: June 27, 2025
A VR experience pushing the boundaries of your spatial awareness by pitting you against swarms of enemies from all sides. Deflect, Dodge and Defend what is yours - if you fail, the very ground you stand upon will crumble as it leaves you with less and less. If you succeed, ascend a step further towards salvation.
Date: January 24, 2025
Custom Procedural Terrain Generator was a solo research project, implemented in a custom ECS-based C++ game engine.
Date: June 28, 2024
Dive into the heart of a forgotten, flooded temple as powerful knights forged from fire. In this twinstick shooter bullet hell, you will fight off waves of enemies in order to progress through the temple and become the most powerful fighter of all! Work together or embark alone.
Date: April 12, 2024
A custom C++ CPU-based raytracing engine which was used to create a simple puzzle demo. Use a laser and your environment to hit the target.
Date: January 26, 2024
A 3D endless runner using Bullet Physics and OpenGLES on a Raspberry Pi4B.
Date: November 3, 2023
A recreation of the game Pitfall (1982). The end goal of the project was a 2D platformer proof of concept.