Guus Kemperman

Guus Kemperman

Engine Programmer @ Remedy Entertainment

Hi, I'm Guus! I am an engine programmer with experience working on commercial engines across PC & consoles, all while balancing (overly) ambitious personal engine projects in my free time. I have a deep understanding of C++, as well as experience with integrating multiplayer, scripting and reflection into game engines. This is matched by strong communication skills and a genuine enthusiasm for contributing as part of a larger team. If that sounds of interest to you, feel free to reach out; I'm always open to new opportunities!

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C++

7 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

7 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

3 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

6 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

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

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Jira

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

Resume

Breda University of Applied Sciences

Programming Student

September 2021 - July 2026

Graduated cum laude from the Creative Media and Game Technologies (CMGT) course.

Behaviour Interactive

Tools & Gameplay Intern

September 2025 - January 2026

Contributed to an unnannounced multiplayer mobile project in Unity, focused on streamlining development 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.

Northlight Engine (Present)

Northlight is Remedy Entertainment's in-house engine, powering Alan Wake 2 and Control Resonant. As part of the core engine team I focus on the scripting system, making Lua fast and stable across every game built on the engine.

Contributions: Lua optimisation | Performance | Static analysis | Stability

Engine/Tools: C++ | Lua

Team: Core engine team

Platforms: PS5 | Xbox Series | Windows

Duration: Ongoing

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.

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

Engine/Tools: C++

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

Platforms: Windows | PS5

Duration: 14 Months

Control Resonant (September 2026)

As a Junior Engine Programmer I contributed to the game's frame-rate targets through performance work and script-level optimisations.

Contributions: Performance | Lua integration

Engine/Tools: Northlight

Team:

Platforms: PS5 | Xbox Series | Windows

Duration: 8 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: 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: 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: 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: 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: 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: 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: Solo

Platforms: Windows

Duration: 7 Months