Julius Struijk
Game programmer, Unity and C#
Third-year CMGT student at Saxion, programming track, looking for a Netherlands internship this coming academic year. I build systems with seams in them: time and randomness injected, behaviour under test, and the tooling written so the content does not have to be placed by hand.
Every number on this site traces to a real repository, and the AI-assisted project says so on its own page rather than hoping the question does not come up.
Software Architecture V2, Unity, year 3
Measured, not estimated
- test cases
- 181test cases
- test files
- 37test files
- lines of editor tooling
- 2,872lines of editor tooling
- engines and frameworks
- 6engines and frameworks
- years of CMGT coursework
- 3years of CMGT coursework
Every figure was counted against the repository it describes. Nothing here is rounded up.
Hellhound's Trail, in motion

The map is an object, not an overlay
It is raised and lowered in the player's hands. Consulting it never pauses the game and never takes the threat off the screen. A horror design decision enforced in code.
Diegetic map, 219 of 280 lines
The route is generated at runtime
At each step the generator picks between a left and a right waypoint and records the choice. It will not repeat the turn it just made, and it discards any candidate that would leave no way forward, so the path is a constrained decision history rather than a random walk.
PathGenerator.cs, 583 of 586 lines
The flashlight is the only weapon
A raycast that damages the Witte Wieven within range, behind a cooldown exposed as normalized progress so the HUD can render it honestly instead of guessing.
Flashlight systems, 167 of 372 lines
Five projects, in depth
Each one has its own page: what it was, what I owned, the code that makes the claim checkable.

Software Architecture V2
Year 3, 2026An event-driven Unity action RPG with 181 tests and 27 editor tools, built AI-assisted and disclosed per session.
Unity · C# · Solo

Hellhound's Trail
Year 2, Term 4, 2025A horror game built on Twente folklore, where the route through the level is generated at runtime and the map is an object you hold.
Unity · C# · Team of 6

Networked Tic-Tac-Toe
Year 2, Term 3, 2025A networked Tic-Tac-Toe server built on an unfinished course starting point, extended with win detection, concurrent matches and a working results flow.
Unity client, .NET console server · C# · Solo

Zibbs
Year 2, Term 3, 2025An Android game that turns real walking into XP, and the sensor bugs that only appear on a real phone.
Unity · C# · Team of 6

Physics Programming
Year 1, Term 3, 2024Continuous collision detection solved with a quadratic discriminant, on a vector type written from scratch.
GXPEngine · C# · Solo
Also built

Ghosts of Cathora
Year 0Built in Godot before the programme started, and the reason I applied to it.

4 Minutes Left to Live
Year 1, Term 2, 2023A collaborative Processing game with seven puzzle types and a complete loop, built around a four-minute time limit as its premise.

Cog in the Machine
Year 1, Term 4, 2024A team puzzle-platformer on GXPEngine with Tiled-authored levels, springs, spikes and cogwheels, where I rebuilt the vector and collision code that later carried the Physics Programming redo.