Joël van der Werfヨエル・ファン・デル・ウェルフ
Software engineer and game programmer in Tokyo. Seven years building and shipping Unity games at Gamebasics (Miniclip), and the author of Hydro, my own Vulkan game engine and editor.
- 7+ years professional game development
- C#, Unity, C++, Vulkan
- Japanese JLPT N4, studying for N3
Now Building an unannounced game in a major franchise at Miniclip. In Hydro, splitting the editor from game projects. Studying for JLPT N3. Open to C# / .NET, Unity and engine roles in Tokyo.
What I work on
Games played by millions
Unity client work on live football management games: Football Head Coach, Ultimate Football Manager and Online Soccer Manager, plus unannounced titles, the shared frameworks they're built on, and the CI/CD pipelines that build and ship them.
Engines and graphics
A C++17 / Vulkan engine with its own editor, ECS, asset pipeline, native scripting, 2D and 3D renderers, and Box2D and Jolt physics, and Eonlore, a tactical RPG built on it. A master's in Game and Media Technology behind it.
AI-assisted development
Harnesses that let coding agents work safely on large codebases: project instructions, skills, convention linters, validation scripts and CI, for both Claude and local models. Grounded in training neural networks at university and in my own projects.
From the devlog
Games in their own repositories: separating Hydro from its first game
Hydro, its editor and its first game all lived in one repository. The plan to give every game its own repo, the 16 couplings in the way, and the first five steps.
Making an engine readable to AI agents
Hydro has 500+ source files and strict house rules. Here is the harness that lets Claude and a local Qwen model work in it without guessing.
Rules, views and a game session: structuring game code
How the diorama RPG keeps its battle maths testable without a GPU, its UI dumb, and its run state alive across scene changes.
Experience
Over seven years as a professional software engineer in games, after more than ten years of building things on my own.
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Apr 2025 – now
Software Engineer
Deel K.K., Tokyo · Miniclip / Tencent titles and support- Feature development and maintenance on Football Head Coach and Ultimate Football Manager
- Developing an unannounced game in a major franchise, and the shared frameworks used across the studio's games
- Building the AI harness the team uses to work with coding agents
- Setting up and maintaining CI/CD for all of the studio's games with Jenkins and TeamCity
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2019 – 2025
Unity Developer / Software Engineer
Miniclip (Gamebasics), Netherlands- Front-end engineer on games built and run by the studio, in multidisciplinary teams
- Unity client programmer on Football Head Coach, an NFLPA-licensed American football manager
- Full-stack on Dynasty Duels, a multiplayer real-time strategy game: networking, back-end and Unity client
- Native Android app for Online Soccer Manager
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2017 – 2018
HoloLens Unity Developer (intern)
Delta-N, NetherlandsMixed reality interactions for Microsoft HoloLens.
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2020 – 2023
MSc Game and Media Technology
Utrecht UniversityGame physics, advanced graphics, computer animation, computer vision, AI for games and crowd simulation. Thesis on procedurally generated levels that train player skill.
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2015 – 2019
BSc Software Engineering
The Hague University of Applied SciencesC#, UML, algorithms, SQL and databases, and security.
Skills
Daily work
- C# and .NET
- Unity
- Git, CI/CD: Jenkins, TeamCity, GitHub Actions
- Client architecture, DI, MVP
Engine and graphics
- C++17
- Vulkan, OpenGL
- GLSL, HLSL
- EnTT, Box2D, Jolt, ImGui
AI and tooling
- Neural network training and machine learning
- AI for games, computer vision
- Claude Code, skills, local models (Qwen, Ollama)
- Python tooling, agent-safe CI
Also
- Unreal Engine 5, GAS
- Unity Gaming Services, Photon
- ASP.NET Core, SQL
- JavaScript, React
Building a game, an engine, or the tools around them?
I'm based in Tokyo and open to conversations about Unity, C++ and engine roles, C# and .NET software roles, and teams that want to put AI agents to work on real codebases.