My role
Engine programmer — ECS core, Vulkan renderer, and tooling.

Wrote a compact 2D engine to understand the whole stack end to end. The core is a cache-friendly archetype ECS with a job system for parallel updates, sitting under a thin Vulkan renderer that batches sprites into a single draw call per texture atlas. Built a hot-reload pipeline so shaders and textures update live without restarting the game, plus a Lua scripting binding for gameplay logic. Shipped a small platformer on top of it to prove the engine handles real content, input remapping, and save/load.
Engine programmer — ECS core, Vulkan renderer, and tooling.
Sustained 10,000+ animated sprites at 144 fps and open-sourced the engine to 1.2k GitHub stars.