Hi there!

I am Seppe Dekeyser, an aspiring rendering engineer from Leuven, Belgium. I am interested in the technology that makes pretty games and the engines that produce shiny pixels.

I am always curious about the newest evolutions in the gaming industry, and love to analyze and dissect the latest technologies. My love for game graphics, combined with a very strong interest in game engines always drive me to improve my knowledge on low-level systems in game tech.


  • Programming: C++, C#, Rust
  • Graphics: Vulkan, DirectX 11, DirectX 12, Vulkan Ray Tracing, DirectX Ray Tracing, Shaders (HLSL && GLSL)
  • Engines & Tools: Unity, Unreal Engine, Git, Perforce
  • Languages: English, Dutch


  • Jul 2021 - Present // Frontend Developer @ Edu-Tech (BE)

    • Designing and creating modules for the frontend website of a brand-new LMS (Learning Management System) platform for schools
    • Creating new, reusable components to be used throughout the entire codebase
    • Occasionally helping out with bugs and features in our C# GraphQL backend
  • Feb 2021 - Jun 2021 // R&D Rendering Engineer Intern @ Howest DAE Research (BE)

    • Researching DirectX 12 and the DirectX Raytracing API
    • Researching and implementing DXR and Adaptive Sampling in a real-time DirectX 12 framework
    • Profiling C++ and HLSL code, both on the CPU and GPU
    • Documenting the resulting implementation and results


2017 - 2021

Bachelor's Degree in Game Development in Digital Arts and Entertainment
Howest University of Applied Sciences, Kortrijk (BE)

2015 - 2017

High School Degree in IT Management
Miniemeninstituut, Leuven (BE)