I'm Nathaniel, a masters of game development graduate with a passion for technical and performant C++.
I have a strong enthusiasm and experience with graphical and engine programming.
Performant Voxel Renderer in Modern OpenGL and C++
Includes tools to support artists including a voxel model system using JSON and script support for game entities.
GGX PBR made in DirectX and C++. With Image Based Lighting.
Including a Custom built C++ Server using ASIO and generic value replication inside Godot.
3D Parallax Occlusion Mapping in DirectX
Languages : C++, GDScript, GLSL, HLSL, Python, C, Lua, Rust
Tools : Trello, Github
Engines : Unreal, Godot, Proprietary Engines, Bevy
Libraries : OpenGL 4.6, DirectX 11, DirectX 12, Nlohmann JSON, ImGUI, SDL2, FLECS
Software Dev : Agile Development (including SCRUM)
Soft Skills : Teamwork, Communication, Problem Solving
A Collection of easily reusable shaders made in Godot (for demoing purposes, with included conversions to GLSL and HLSL).
I am currently developing my reusable C++ Libraries. Specifically I'm working to improve my custom ECS.
Click here to view any projects I am working on now, including smaller pieces of non-flagship work.
3D Anti Gravity First Person Shooter Demo made in Unreal over 1 week.
Feature Rich Grand Strategy Game developed in exactly 1 month. Includes 20+ playable nations each with unique playstyles and events.
My name is Nathaniel Burchell, I am a game development student at The University of Central Lancashire (UCLAN), set to graduate with a master's degree in 2025. I have a wide variety of programming experience, including multiple languages (C++, lua, C and Python) and multiple advanced techniques such as DOD, custom Allocators, Thread Pooling and experience in graphics programming, proprietary engine development and industry standard engines (Unreal and Godot).
I have an interest in all aspects of game programming but take particular interest in graphics programming and engine development.