Adrien's picture

Adrien Hamers

Computer science engineer

About me

I have always been passioned by video games. I started developing with C++ at the age of 11. It quickly became obvious that I loved coding and the computer science logic. At 18, I joined a Computer Science DUT and then an engineer school (equivalent to a master's degree). I realized 4 internships from 2 to 6 month long, and spent a semester abroad in the university IITB in Mumbai, India.

During my studies, I discovered computer graphics and 3D engines and developed countless personal projects about mechanics or visuals I had in mind. A lot of them are experimentations on complex algorithms or technically challenging features.

After that, I took a year to learn 3D modeling, sculpting, texturing, FX, tech art... in GameSup, Lyon.

At this point I took 6 months to develop and publish Vibrant Dash (see below), wanting to push an idea further than the others. The project has been amazing to work on, interacting with its community, learning about every aspect of game development...

Vibrant Dash

Trailer for IndieGameLyon

A competitive, procedural, speedrunning game

I have developed Vibrant dash over 6 months entirely alone. It was showcased at the Indie Game Lyon game convention, and is now available for Free on Steam. The game is inspired by the mechanics of r/place, Neon White, and Trackmania. It uses a GPU-based procedural generation (Wave Function Collapse) to offer thousands of unique levels.

The game is still in early access but has been adopted by a small core of gamers (some of them with thousands of pixels captured)

Tag !

Tag ! 1.9 - Gameplay

An arcade multiplayer action game

Tag is an arcade game where you are a ball, rolling, dashing and jumping in order to touch your opponents, or to escape them. The game is multiplayer online.
Tag was a first experiment on network games, with a low level implementation of remote communication.
Made this project alone (currently no public host server).

Fluid simulation

Developed a fluid simulation using Navier-Stokes equations. Our objective was to implement an optimized simulation and test it as a tsunami on a city.
This was achieved in 10 days with 2 other devs for a project course at the INSA Lyon.
I led this project. Excellent feedback.

SMART 1.0 - In-a-box

SMART 1.0 - Tsunami

Personal experimentations

Here are some other dev experimentations I made in my spare time.
Realtime 3D cellular automata
Realtime GPU based infinite procedural world
Spherical procedural generation, Planet physics
Delaunay triangulation, Mesh modification

VFX

Ball lightning FX (Unreal Engine)

Fluid mechanics on a ParticleSystem (Unity)

Meshed particle System (Unity)

Sound-based VFX

3D

Contact

Phone

(+33)6 30 83 70 02

Email

a.x.hamers@gmail.com

Git

https://github.com/AHamers

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