Ward Dejonckheere

Gameplay Programmer

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Gameplay Programmer

Ward Dejonckheere

I'm a Belgian game developer with a passion for games and technology.
Graduated from Game Development at the Howest in Kortrijk, Belgium.

My Projects

Hexercise

VR Battle Karts

Unity - C#

VR Battle Kart game made during my internship at VR Base, working together with 2 other interns, of which 1 artist and 1 programmer.
We got freedom to make a game of our choosing, but using the physical karts provided. While we initially wanted to make a racing game, we had to change our plans due to space limitations.

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Hexercise

Hexercise

Unity - C#

2 player versus game using kinect body tracking
The goal of Hexercise is to cast spells at your opponent by drawing shapes in the air
and gather points by hitting your opponent.

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Coop Brawler

Limbloss

Unreal - C++

A 2D brawler game where you can play with up to 4 players.
The game was in Unreal Engine with a team of 6 people, of which 2 programmers.
You all play as a robot knight with the goal to cut off all the Limbs of your opponents,
without losing your own limbs or head. The last robot standing dances victorious!

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Raytracer

GP2 - Portal Clone

Custom Framework - C++

A portal clone focused on the graphics / portal shader in c++ & HLSL
This project was made during the course Graphics Programming 2 at Howest DAE.
Using the Overlord Engine as a base.

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Raytracer

GP1 - Raytracer

Custom Framework - C++

A software defined raytracer.
This project was made during the course Graphics Programming 1 at Howest-DAE.
We started from a base project with SDL setup, then implemented raytracing.
As an extra I implemented reflections.

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Rasterizer

GP1 - Dual Rasterizer

Custom Framework - C++

A combinantion of both software and hardware rasterizer.
Able to switch between the 2 using the given keybinds
This project was made during the course Graphics Programming 1 at Howest-DAE.

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Extras

Hexercise

Environment Scene

Unreal Engine

During the course 'Environments' at Howest DAE, we had to make a sci-fi scene in Unreal Engine.
This was focussed on making modular assets to create a big scene.

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