Chee22

AGC
PS5
PSSL
Graphics
For my final year at university, I had the opportunity to work on something that brought together everything I enjoy about systems programming and engine development. Our team—five programmers and one designer—set out to build a full game for the PlayStation 5, using my own engine, Tyro Engine, as the foundation. It was an ambitious collaboration, and a chance to push the engine further while building something polished and playable.

My main focus in the project was the tooling and core gameplay systems. I built a level editor completely from scratch in C++, powered by OpenGL and ImGui and a custom immediate-mode renderer. The editor became the backbone of our workflow, allowing the team to assemble levels, place objects, and iterate quickly without leaving the engine environment, and from their homes.

I also developed the base gameplay layer, which included the level-loading pipeline, cursor traversal logic, and the procedural animations used for player interaction with pieces in the world. These systems acted as the glue between the content created in the editor and the runtime behaviour inside the game.

Midway through the project, I refactored the renderer to follow a drawlist-based design—each frame, the game submits lightweight render commands for every visible object, and the renderer processes them in a clean, decoupled pass. This change made the rendering path far more predictable and easier to extend, especially as the game grew in complexity.

The project was a great blend of engine work, tooling, and gameplay architecture. It challenged me to think about usability, performance, and clean abstractions all at once, while collaborating closely with a team. And seeing the game running on PS5 hardware—built on top of systems I wrote—was incredibly rewarding.







About me
I’m a C/C++ developer with a strong focus on graphics programming, low-level engine work, and optimization. I enjoy working close to the hardware, whether it’s refining rendering pipelines, improving performance, or just figuring out how to make things run better. Lately, I’ve been exploring the PS5, getting a feel for what modern consoles bring to the table.

What drives me is building systems that let others create without limitations, whether that’s artists bringing their vision to life or developers pushing their projects further. I like clean, efficient code, and I’m always looking for ways to make things more seamless, more performant, and more intuitive.


juansalvadoraviles@gmail.com