HIGHLIGHT — ENGINE

A Game Engine From Scratch

Azul — one C++ codebase, built from the allocator up: core systems, a full skinned-animation pipeline with its own converter tools, then the hot path moved onto the GPU.

Most game programmers use an engine. I built one — Azul, a single C++ codebase that grew from a memory manager into a GPU-driven animation system, developed in three stages with graded, demoed milestones under Perforce (DePaul’s realtime engine track).

Stage 1 — Core systems

The foundation everything else stands on:

Stage 2 — Animation

The same codebase extended into a content pipeline and a full animation system:

Stage 3 — Onto the GPU

Moving the hot path off the CPU:

Why it matters

Engine work is usually invisible on a resume because the code belongs to a studio. This is the same class of work — memory, math, file formats, animation, GPU architecture — done end-to-end and demoed at every milestone. The source lives in private repositories under course policy; I’m glad to walk through any subsystem in detail.