Simen Wolters

Generalist Game Programmer

simenwol@gmail.com

šŸŽ“ 3rd year game programming student at Breda University of Applied Sciences.

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Preview image for Suck It Up! - Programming Lead | Steam Release

Suck It Up! - Programming Lead | Steam Release

June 29, 2026

C++ UNREAL ENGINE GROUP PROJECT UNIVERSITY NOV. 2025 - JUN. 2026

Programming Lead for a 25+ member university team, an Unreal Engine title released on Steam in June 2026. Responsible for coordinating a team of 7 programmers and guiding the technical side of development.

My Contributions: Team Leadership | Gameplay Systems | Code Reviews | Release & Marketing Management

Engine/Tools: C++ & Blueprints with Unreal Engine

Team Size: 25+ (7 programmers, 7 designers, 10 artists, 5+ outsourced)

Duration: 24 weeks (November 2025 - June 2026)

Platforms:

Windows

🧹 Suck It Up! - A vacuum-powered Action-Adventure


Suck It Up! is an action-adventure where players take the role of an exterminator tasked with clearing Cloud Town of its growing critter infestation. Armed with a vacuum-powered toolkit, players must capture pests and restore order to the city.

Click here to visit our game page!


My Contributions

Below I will go over some of these in more detail:


Programming Lead

Halfway through pre-production (about 8 weeks into the project), I took over the role of programming lead. Since then, I’ve been guiding technical development and team coordination, which includes:


Release & Marketing Management

During the later stages of the project, I assisted with preparing for the game’s release and marketing efforts.

Together with other leads and our producer, we established release milestones and defined which features each release would ship with. I then helped ensure that these deadlines were met by coordinating with the programming team and monitoring development progress.

For marketing, our team collaborated with an external marketing student. I acted as the main point of contact between the development team and the marketing collaborator. While they led the creative side of marketing (such as social media posts, marketing materials, and copywriting), I was responsible for coordinating communication, ensuring marketing tasks were properly delegated within the team, and making sure deadliens for marketing assets were met.


QA, Profiling & Performance Standards

During the later stages of the project, I took the role of ā€˜QA manager’ upon me.

This meant I spent a lot of time prioritizing, validating, tracking, and fixing bugs in the project. As well as profiling the game to identify any bottlenecks and areas that could be improved.

Early in the project, I helped establish quality standards, performance targets, and profiling practices to set a quality bar for the game.


Gameplay Systems

While I had less time than usual for programming due to my lead work, I still worked on a few systems throughout the project.

Early on in the project, I created some early gameplay prototypes and some small unreal engine C++ components to speed up development/prototyping:


The first being a C++ component that made it trivial to make an enemy, or part of it, look towards the player or any other specified actor.


The second being a C++ component that made it easy for an actor to move towards the player or another specified actor, using whatever movement system/component the actor already has.


The system was made fully in C++, and worked as followed:

The first video shows how this system could be configured / placed down by a designer and an early version of how it worked in-game.


The second video shows what the system looked like at the moment it got discontinued, with the player movement affecting the platform’s movement.