Hi! My name is Jan Werbrouck and I am a Senior Graphics Programmer from Belgium, where I studied Digital Arts and Entertainment - Game Development at Howest University.
Since February 2021, I have been working at Climax Studios, advancing from Intern to Junior Programmer, and currently serving as a Graphics Programmer.
I am driven by a passion for solving complex technical challenges and continuously expanding my expertise in real-time rendering, optimization, and graphics APIs.
In my free time, you can find me playing games, or participating in sports.
You can download my resume here.
Microsoft Flight Simulator 2024 - Launch Trailer
Proprietary Engine | C++ | PS5 | VR
Took ownership of the PS VR2 rendering and performance features for Microsoft Flight Simulator 2024 on PlayStation 5. Responsible for implementing platform-specific VR rendering techniques and performance optimizations to deliver a seamless, high-fidelity experience.
Age Of Empires IV
Proprietary Engine | C++ | DirectX12 | XBOX One/Series
Contributed to the optimization team for the Xbox console port of Age of Empires IV. Focused on identifying performance bottlenecks and implementing console-specific optimization techniques to maximize hardware utilization and achieve target frame rates.
Returnal PC Features Trailer
UE4 | C++ | DirectX12
Collaborated within the Graphics and Optimization team at Climax Studios to deliver the PC port of the PlayStation 5 exclusive, Returnal. Responsible for profile-driven optimization and debugging of rendering pipelines, including shader compilation and loading-time improvements.
Integrated and optimized advanced graphics techniques such as Variable Rate Shading (VRS), AMD FSR, and NVIDIA NIS.
Developed custom material nodes and tools to streamline the environment art workflow, while resolving critical graphics, gameplay, and multiplayer bugs.
A custom 2D clone of The Witcher 3 developed as a first-year project. Implemented core gameplay systems, rendering pipelines, and input handling from scratch using C++, SDL, and OpenGL.
A 3D endless runner built from the ground up using C++ and DirectX 11. Features custom rendering, collision detection, and player mechanics modeled after the mobile game Temple Run.
A compute-shader-based software renderer developed in DirectX 12. Utilizes DirectCompute to perform custom mathematical intersection tests for rendering ellipsoids and other mathematical quadrics directly, rather than relying on traditional triangle meshes.
A generic Particle Framework for Shadertoy, supporting hundreds of thousands of particles in real time, within the Shadertoy constraints — which proved a big challenge.
A CPU-based software raytracer featuring ray intersection with planes, spheres, and triangle meshes. Includes a custom OBJ parser and supports directional/point lights, shadows, and physically-based rendering (PBR) materials.
A CPU-based software rasterizer supporting normal mapping, Phong lighting, and directional light sources, with implementation of both point and bilinear texture sampling.
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