
Aurelien REY
Location: Nîmes, France (but open to relocate)
Birth date: June 24th 1998 (27 years old)
Role: Engine Programmer / Graphics Programmer
Specialties: C++, Vulkan, Shaders, ECS, SIMD
- French - Native
- English - C1 (Advanced)
- Italian - A2 (Basic)
- Swedish - Learning
Journey
I was young when I started getting into programming. I built my first (very rudimentary) website at the age of 9, using HTML and CSS. That simple experience was enough to ignite my passion for building things on computers. I started software development with VB.NET and Windows Form at the age of 11 with a couple friends I met on a forum (there even are videos of that time).
Being a gamer since the age of 3 (playing Pokemon® Silver on Gameboy® Color), the next logical step was to get into game development. I started by creating Minecraft mods at the age of 12 before trying to make my own games using Java game frameworks such as Slick2D and LibGDX. Once again with people I met on forums along the way, I improved my knowledge and skills.
I went through a lot of different languages, frameworks, paradigms and tools over the years, which let me experience a lot of different approaches to game and software development in general. I learned a lot about the industry and the different roles in it, which helped me find my place as an engine programmer.
Interests & Passions
Skills and highlights
Languages
- C++
- C#
- Java
- HTML5
- CSS
- JavaScript
- TypeScript
- Python
Engine related stacks
- UnityGame Engine
- VulkanGraphics API
- SlangShader Language
- SFML2D Game Development Framework
- libGDXJava Game Development Framework
Tools & Technologies
- GitVersion Control System
- TortoiseSVNVersion Control System
- GitHubCode Hosting Platform
- Visual StudioIDE
- Visual Studio CodeCode Editor
- MiroCollaborative Whiteboard
- TrelloProject Management Tool
Web & Database stacks
- ReactJavaScript Library for UI
- Next.jsReact Framework
- SQLiteLightweight Database
- MySQLRelational Database
- PostgreSQLObject-Relational Database
Rendering & Graphics
Clustered Rendering
Built a clustered rendering system for efficient light management in large scenes.
API Design
Entity Component System (ECS)
Designed and implemented a high-performance Entity Component System stack with memory-optimized data structures.
Rendering & Graphics
Radiance Cascades Global Illumination
Experiments with radiance cascades for real-time global illumination in a 2D project.
UI & UX
Game Engine Editor
For the needs of my custom game engine, I developed an editor with a focus on user experience and customization.
UI & UX
Portfolio Website
Developed a responsive portfolio website to showcase my projects and skills, focusing on user experience and performance.
Now & After
✅ Currently Working On
- Custom game engine built in C++ using Vulkan and Qt
- Rendering API using Slang modules
🔍 Exploring
- Reading modern and advanced GPU rendering techniques
- Looking into multi-threaded ECS design
- Experimenting with real-time global illumination techniques (DDGI currently)
🚀 Looking For
- Engine Programming Internship (January 2026)
- Opportunities to work on real-time rendering and engine programming
Outside of work

Outside of programming (for work or personal projects), I enjoy spending time playing video games with my friends. I mainly play online first person shooters like Counter Strike, Escape From Tarkov, ARMA or Battlefield, but I also enjoy playing more relaxing games like Dofus or Minecraft. 🎮
I also play music when I feel like it. I mainly play the guitar and the bass guitar and I sing as well, but I also play a bit of ukulele, piano, drums and mouth organ. I like to play (or just listen to) rock and jazz music, my favorite bands being Pink Floyd and Snarky Puppy. 🎸
I'm just curious about everything, so I like to learn new things and discover new topics. I read a lot of documentation, articles and watch videos about various subjects, from history to science, philosophy and technology. 🧠