Guus Kemperman

Guus Kemperman

Engine Programmer

Hi, I'm Guus! A soon-to-be graduate from Breda University of Applied Sciences with experience working on commercial engines, while balancing (overly) ambitious personal projects in my free time. I have a deep understanding of C++, as well as practical experience with developing multiplayer, scripting and reflection for game engines. This is matched by strong communication skills and a genuine enthusiasm for contributing as part of a larger team.

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C++

5 years of experience with a strong passion for C++. I watch conference talks, attend local meetings, give presentations and write blogs about the language and it's features.

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Visual Studio

5 years of experience and my IDE of choice. Familiar with it's debugging, profling, and project configuration tools.

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Visual Studio Code

1 year of experience, for smaller projects, quick demos and documentation.

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Unreal Engine

2 years of Unreal C++ experience

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GitHub

3 years of experience. Experienced with its pipelines and used them in a team environment, including reviews, automated checks and managing branches.

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Perforce

3 years of experience with Perforce and P4V in a collaborative team environment, including active participation in code reviews.

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Jira

3 years of experience planning and tracking projects in team environments.

Resume

Breda University of Applied Sciences

Programming Student

September 2021 - July 2026

Followed the Creative Media and Game Technologies (CMGT) course at Breda University of Applied Sciences.

Behaviour Interactive

Tools & Gameplay Intern

September 2025 - January 2026

Contributed to an unnannounced project. I gained experience in Unity, C#, multiplayer mobile development, and a deeper understanding of improving game dev pipelines.

Remedy Entertainment

Junior Engine Programmer

February 2026 - Present

Contributing to Northlight engine as part of the core engine team, with a focus on improving the scripting system. My main responsibilities include bug fixing, optimising, and adding any features required to support the game teams.

Coral Engine (August 2024)

Coral Engine began as a personal passion project during a summer holiday. Over time, it evolved into a full-fledged engine featuring visual scripting and a robust editor. After eight months of solo development, I was joined by five talented programmers to prepare for the development of Lichgate. Three designers joined our team and were able to utilise its capabilities to create their own prototypes, assets and gameplay features.

Contributions: Designed core architecture | Runtime Reflection | Visual scripting | Serialization | Prefabs | Editor | Asset management | Physics | Particles | Optimisations | And much more!

Engine/Tools: C++

Team Size: Solo for 8 months & Team of 10 for 6 months

Platforms: Windows | PS5

Duration: 14 Months

Umbra Mortis (July 2025)

Umbra Mortis is a 1-3 player coop FPS shooter made in Unreal Engine, where you fight hordes of zombies in the streets of Venice.

Contributions: Multiplayer programming | Objectives system & Tools | Development Tools | Core gameplay systems

Engine/Tools: Unreal

Team Size: 6 Programmers | 6 Designers | 10 Artists

Platforms: Windows

Duration: 10 Months

Lichgate (July 2024)


Lichgate - a relentless survivor, action rogue-like where you must grow stronger to vanquish the undead - made with our custom-built Coral Engine!

Contributions: AI Navigation | Procedural Terrain

Engine/Tools: Coral Engine

Team Size: 6 Programmers | 3 Designers

Platforms: Windows | PS5

Duration: 8 Weeks

Turbo Tails (June 2022)


A 4 player mouse racing game with chaotic weapons. It received the Best Y1 Game 2023 award from industry professionals and the Best Tech award from BUAS staff.

Contributions: Designed AI | Local Multiplayer | UI | Core systems

Engine/Tools: Unreal

Team Size: 3 Programmers | 4 Designers | 6 Artists

Platforms: Windows

Duration: 8 Weeks

Spider Sling (April 2022)


A game where you try to survive for as long as possible, created in a custom highly optimised 2D GPU Raytracing framework.

Contributions: Optimisations | Physics | Graphics

Engine/Tools: C++ | OpenGL

Team Size: Solo

Platforms: Windows

Duration: 8 Weeks

RTS 3D (January 2022)


A cross-platform retro RTS

Contributions: Procedural Enemies & Terrain | Graphics | AI

Engine/Tools: C++ | OpenGL

Team Size: Solo

Platforms: Windows | Linux

Duration: 8 Weeks

RTS 2D (October 2021)


A CPU rendered 2D RTS game

Contributions: Graphics | AI | Physics

Engine/Tools: C++

Team Size: Solo

Platforms: Windows

Duration: 8 Weeks

Snow man's land (May 2021)


This was my first game written in C++, and the project that got me accepted into BUAS. Build snowmen, shoot snowballs and destroy the enemy igloos!

Contributions: Graphics | AI | UI | Audio | Procedural generation

Engine/Tools: C++

Team Size: Solo

Platforms: Windows

Duration: 7 Months