Timo van Hees

Graphics programmer

I'm a graphics programmer studying at NHTV IGAD. My dream is to research real-time graphics and help the game industy reach the next level of visual quality.

Mail: timo.van.hees@hotmail.com Mail: 140320@nhtv.nl Tel: 06-43198542
Top projects
Team size 15
Duration 32 weeks
Task Asset pipeline & Graphics
C++ & DX12

Project Sulphur (WIP)

The assignment for my third year at IGAD was to create a cross-platform game engine. We would be working in a large team of 14 programmers. During this project we simulated a professional work environment like you would see in the industry.

Team size 16
Duration 8 weeks
Task graphics programmer
C++ & OpenGL

Exiles of Auriga

The assignment for my fourth block in my second year at IGAD was to create a game with the Jackal Engine we created earlier in the year. We were one of three engine teams that went all the way to the end of the year. We would be working in teams of 16. With people from multiple disciplines.

Team size 8
Duration 8 weeks
Task graphics programmer
C++, OpenGL & Vive

Jackal Engine V2

The assignment for my third block in my second year at IGAD was to create a game engine focused on a specific game genre. We were one of the engine teams that were allowed to continue working on their engine this block. We got a few extra members and added virtual reality to the project.

Skills
Language

Language

I'm fluent in both Dutch and English. I have experience working in both Dutch and English working enviroments.

C++

C++

I started programming in C++ in 2012. It was the first language I learned and the only one I never stopped using. I'm familiar with modern C++ concepts and features. I can write clean, fast and maintanable code.

OpenGL

OpenGL

OpenGL is my preferred graphics API. I've worked with OpenGL in many projects since I started programming. I've got experience with most modern OpenGL features and some well known extensions.

Unity

Unity

I've used Unity in both school and personal projects. I've done mostly gameplay programming but I've also written custom material shaders, used compute shaders and extended the rendering pipeline using command buffers.

Vulkan

Vulkan

Vulkan is my second favorite graphics API. I've worked with Vulkan in a couple small projects. I used it to develop on both PC and Android. I still have things left to learn but my basic understanding of the Vulkan API is solid.

Research

Quick learner

I enjoy doing research. Digging through research papers and watching presentations are some of my favorite pastimes. I've shown in the past to be good at it too, quickly accuiring knowledge about certain topics when requested.