About Me
Hi, I’m a full-time C++ software developer and indie game dev based in Germany. I’m married and recently became a father.
I discovered programming at the age of 13 and quickly developed a strong interest in game development. At the time, becoming a game developer didn’t feel like a realistic career path, so I focused on building a solid foundation as a software developer - studied computer science, entered the industry, and worked across different domains. But game development was always there alongside, as a hobby and a passion that never really went away. I discovered programming at the age of 13 and quickly developed a strong interest in game development. At the time, becoming a game developer didn’t feel like a realistic career path, so I focused on building a solid foundation as a software developer - studied computer science, entered the industry, and worked across different domains. But game development was always there alongside, as a hobby and a passion that never really went away.
Over time I started taking it more and more seriously, spending an increasing amount of my free time on game projects. At some point it stopped feeling like a side thing and started feeling like the direction I actually wanted to go. So I made it a goal, not just a dream. Over time I started taking it more and more seriously, spending an increasing amount of my free time on game projects. At some point it stopped feeling like a side thing and started feeling like the direction I actually wanted to go. So I made it a goal, not just a dream.
I’m currently working on a solo indie game in Unreal Engine 5, targeting a Steam release — coming soon. It’s an incremental idle tower defense game where a single turret faces endless waves of enemies. Under the hood, it uses an Entity Component System (Mass), the Gameplay Ability System, and a GPU particle system (Niagara) with Vertex Animation Textures to simulate tens of thousands of enemies in real time. I’m currently working on a solo indie game in Unreal Engine 5, targeting a Steam release — coming soon. It’s an incremental idle tower defense game where a single turret faces endless waves of enemies. Under the hood, it uses an Entity Component System (Mass), the Gameplay Ability System, and a GPU particle system (Niagara) with Vertex Animation Textures to simulate tens of thousands of enemies in real time.
As a side project, I’m also building Enxel Engine - a voxel game engine in C++ with Vulkan. It’s my go-to when I need a creative break or only have my laptop with me. Through it, I’m diving deep into C++ optimization, engine architecture, and build systems - I absolutely love it. You can find it here
Contact
Random Stuff
Some books I read