Sander BrouwersI am Sander Brouwers, a 24 year old programmer (Bachelor of Science in Creative Media and Game Technologies) from The Netherlands. I have experience with game, tools, engine and graphics programming. Beside that I'm also interested and competent in robotics, electronics and Arduino.
In my freetime I like to ride or work on my motorcycle. It helps me clear my head and come up with new creative solutions.

DataWise

Plugin programmer
Analytics programmer
Team size1
Used software
Project durationSeptember 2018 - Present

A flexible gameplay analytics plugin for Unreal Engine 4. Provides easy flexible and powerful data capturing and processing.
Project website


The Survivors

Gameplay programmer
Analytics programmer
System design
Team size±40
Used software
Project durationSeptember 2017 - September 2018

During development of The Survivors I worked on the character movement, made dynamically scalable spawn management, implemented the character animations and worked on several other small game systems. I also integrated my analytics plugin (FleXAlytics) into this project to provide us with gameplay information.
Game website


Prime::Engine

Engine programmer
Graphics programmer
Team size1
Used software
Project durationJuly 2017 - Present

A multi-platform game engine that support Windows, Linux & Android. Gameplay can be programmed with C++, javascript, lua or a visual script. Graphics pipeline supports DirectX11, Opengl 4.5 or OpenGL ES2.


The Key Tax

Gameplay programmer
Analytics programmer
Team size16
Used software
Project durationMay 2017 - July 2017

The Key Tax is a humorous First-Person puzzle game that satires on the non-sense of everyday bureaucracy.
Set in a late 1960's office environment, the game offers a seamless narrative experience of which absurdity and surrealist humor are its strong points.
Website
Dutch Game Awards submission


Tremble Engine

Graphics programmer
UI programmer
Team size6
Used software
Project duration​February 2017 - April 2017

A study only engine project in which I created a user interface rendering pipeline, a particle system and shadow mapping (With PCF and SMSR). This thaught me about the general architecture of a user interface, how compute shaders work and how depth mapping works for shadows (including cube maps for point lights).


Gavrilov's House Appliances

Gameplay programmer
Team size6
Used software
Project durationNovember 2016 - January 2016

A point & click game targeted towards the age group of 50 to 60. The game attempts to cause cognitive dissonance by having the player perform various basic household tasks in a universe where everything works the wrong way around.
"Our fridges will warm your heart as well as your toast."