Available for a Netherlands internship

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

Hellhound's Trail: the player's flashlight beam cutting through the woods at night.
  • 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

Read the full case study

Five projects, in depth

Each one has its own page: what it was, what I owned, the code that makes the claim checkable.

Also built

  • Ghosts of Cathora

    Year 0

    Built in Godot before the programme started, and the reason I applied to it.

  • 4 Minutes Left to Live

    Year 1, Term 2, 2023

    A 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, 2024

    A 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.