I’m a passionate game programmer and recent graduate with a BSc in Game Programming, an accelerated equivalent to a four-year Computer Science degree, specializing in game programming. I have over three years of hands-on experience with C++, C#, Unreal Engine 5, and Unity, and I have led multi-disciplinary projects and shipped gameplay features. I thrive in collaborative environments and enjoy solving complex problems across rendering, gameplay systems, AI, and toolchains. As a developer, I built a real-time rendering engine in C++ (DirectX 11), contributed to gameplay prototypes in Unity, and coordinated industry-standard development pipelines with Git/GitHub and Azure DevOps, always aiming for robust, maintainable code and polished visuals.

Ivan Lavrentyev

I’m a passionate game programmer and recent graduate with a BSc in Game Programming, an accelerated equivalent to a four-year Computer Science degree, specializing in game programming. I have over three years of hands-on experience with C++, C#, Unreal Engine 5, and Unity, and I have led multi-disciplinary projects and shipped gameplay features. I thrive in collaborative environments and enjoy solving complex problems across rendering, gameplay systems, AI, and toolchains. As a developer, I built a real-time rendering engine in C++ (DirectX 11), contributed to gameplay prototypes in Unity, and coordinated industry-standard development pipelines with Git/GitHub and Azure DevOps, always aiming for robust, maintainable code and polished visuals.

Available to hire

I’m a passionate game programmer and recent graduate with a BSc in Game Programming, an accelerated equivalent to a four-year Computer Science degree, specializing in game programming. I have over three years of hands-on experience with C++, C#, Unreal Engine 5, and Unity, and I have led multi-disciplinary projects and shipped gameplay features. I thrive in collaborative environments and enjoy solving complex problems across rendering, gameplay systems, AI, and toolchains.

As a developer, I built a real-time rendering engine in C++ (DirectX 11), contributed to gameplay prototypes in Unity, and coordinated industry-standard development pipelines with Git/GitHub and Azure DevOps, always aiming for robust, maintainable code and polished visuals.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate

Language

English
Fluent
Russian
Fluent

Work Experience

Gameplay Programmer at Global Game Jam
January 26, 2025 - January 26, 2025
Global Game Jam 2025 project: built puzzle mechanics for a 2D puzzle-platformer in Unity (C#) within 48 hours; demonstrated rapid prototyping, adaptability, and collaboration.
Solo Developer / Engine Developer at Personal Projects
March 28, 2023 - June 20, 2024
Built a real-time C++ rendering engine (DirectX 11) with component-based game objects, Bullet Physics, maths & input systems; implemented an editor layer with ImGui for scene editing, enabled saving/loading via JSON, and added runtime debugging; demonstrated rendering, systems programming, debugging, and optimization.
Production Project Lead / Gameplay Programmer at Trinity Dwellers
June 7, 2024 - June 20, 2024
Led a multi-disciplinary Unity (C#) production project, managed GitHub workflows, and coordinated development pipelines to simulate an industry-standard process.

Education

Bachelor of Science in Game Programming at La Salle College Vancouver
October 10, 2022 - June 20, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Education
    paper Fish Out of Water

    This was a 48 hour game jam I worked on with a couple of friends . Fish out of Water is a 2D Puzzle game about a fish with feet trying to reach his dream of reaching land from the bottom of the ocean

    During this project I focused on the puzzle obstacles such as the spikes, levers and fans.

    https://www.twine.net/signin

    paper Trinity Dwellers

    Trinity Dwellers was a year-long production project which focused on simulating what it was like creating a game within the game industry at my Alma Mater. I was the Producer as well as the Lead Gameplay Engineer on the game and focused on many mechanics such as Pathfinding for in game AI, a dynamic switching system allowing to change characters mid-combat, 2D RPG-esque programming system, and a robust movement system allowing for dash and WASD movement.

    Link to Beta:
    https://www.twine.net/signin