End-of-study internship · Feb — Jun 2027

Khashayar Javid

Engine & graphics programmer

I write renderers and engine systems in C++ and Vulkan, and ship small games fast through jams.

Location
Kortrijk, BE
Permit
EU work permit
Mobility
Open to relocation and remote
Languages
English · Dutch · Farsi
XeRender 2.0 — real-time underwater caustics
xerender_2.0 / causticsC++ · Vulkan1920 × 10096.690 ms

01Selected work

XeRender 2.0 — Underwater Lighting screenshot01
GraphicsC++ / VulkanJan 2026

XeRender 2.0 — Underwater Lighting

A real-time caustics and volumetric lighting pass in Vulkan, with the wave simulation moved entirely onto the compute queue.

  • Built a multi-pass Vulkan pipeline that generates a water-surface normal map from a Gerstner wave simulation running in a compute shader
  • Avoided pre-baked caustic textures entirely so the lighting responds to the live water surface
Custom C++ Engine screenshot02
EngineC++ / CustomFeb 2026

Custom C++ Engine

An engine built from a Minigin base, compiled to WebGL so you can play it in the browser without downloading anything.

  • Component-based architecture with a custom scene graph
  • Cross-compiled to WebAssembly with Emscripten so the engine runs directly in the browser
Optimal Pathfinding Snake AI screenshot03
SystemsUnity / C#Aug 2024

Optimal Pathfinding Snake AI

A Snake agent that solves the board without trapping itself, using Hamiltonian-cycle pathing with shortcut evaluation.

  • Implemented pathfinding that guarantees the agent never traps itself
  • Focus was on algorithmic correctness under a hard constraint: any shortcut taken must still leave a safe path to the tail
I Found Myself — Brackeys Jam 2026.1 screenshot04
Game JamsUnity / C#Feb 2026

I Found Myself — Brackeys Jam 2026.1

A one-week jam game built with a team of three, where I led development and owned the core systems.

  • Led a team of three through a one-week jam from concept to a shipped
  • Owned core gameplay systems and integration

02Live build

Playable engine

My C++ engine, cross-compiled to WebAssembly with Emscripten. Click inside to play.

Fullscreen ↗
prog4 / web buildEmscripten · WebGLWASM

03Profile

About

I work close to the hardware — rendering, engine architecture, and understanding why something is slow before trying to fix it.

Game jams keep me shipping. I’ve led three jam teams: scope tight, integrate fast, finish on the deadline.

Education

Game Development

Howest — Digital Arts & Entertainment

Kortrijk, Belgium · Graduating June 2027

Stack

Languages

C++, C#, HLSL / GLSL, Python, JavaScript

Graphics & Engines

Vulkan, OpenGL, Unity, Unreal

Tools

RenderDoc, CMake, Git, Blender, Emscripten