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AsulconS/README.md

Hi, I'm Adrian Bedregal

Game engine and systems programmer. I work at the layer where gameplay meets the engine: architecture, performance, and the tools other developers build on top of.

Currently Lead Programmer at Applebomb Games, leading a team of five engineers on Mark The Headless Chicken (Unreal Engine 5).

Previously at Globant, where I redesigned the UI architecture for two core features in Fortnite in collaboration with Epic Games, and modified Unreal Engine 5 source code to optimize networking, rendering, and UI subsystems under real-time performance constraints. Before that at Bamtang Games, building kart physics and multiplayer replication for DreamWorks All-Star Kart Racing, Nickelodeon Kart Racers 3: Slime Speedway, and Looney Tunes Wacky World of Sports.

I have been writing C++ since 2014, starting in competitive programming contests. Everything below grew out of that.

What I'm building

Project What it is
HSGIL Cross-platform C++ graphics library. Independent Win32 and Linux backends for windowing, input, and high-resolution timing; WGL/GLX context creation and OpenGL extension loading.
Curly-Engine 3D game engine in C++ built on HSGIL, designed around simple and block-customizable core dependencies. Used to ship two indie titles.
CurlyScript-Compiler Compiler for CurlyScript, the engine's scripting language.
SPH Smoothed Particle Hydrodynamics water simulation.
SOD-Viewer Visualization tool for tuning Second Order Dynamics parameters, in Python + CustomTkinter.
GLOSS Gamedev-based Learning Operating System. A low-level experiment written mostly in Assembly.
TheRiseOfHullstorm The nostalgic project that HSGIL originally grew out of.

Working with

Daily: C++ · Unreal Engine 5 · engine architecture · gameplay & AI systems · multiplayer replication · editor tooling

Also: C · Rust · C# · Python · OpenGL · Vulkan · DirectX 11/12 · GLSL

Exploring: embedded systems in C/C++/Rust, compilers and language design

Finishing a BSc in Computer Science at UNSA. Thesis: a visual scripting language informed by Rust's safety principles, aimed at encouraging good practices in game development.

Open to work

Looking for C++ and Unreal Engine roles, and equally interested in real-time or performance-critical systems work more broadly. Remote worldwide. I'm in Peru (UTC-5), which overlaps fully with US business hours.

Portfolio · LinkedIn · adrian.r.bedregal@gmail.com

Pinned Loading

  1. AsulconS.github.io AsulconS.github.io Public

    Personal Portfolio GitHub Page

    HTML 1

  2. Curly-Engine Curly-Engine Public

    Curly Engine is a game engine written in C++ designed to allow simple and block-customizable core dependencies to allow shipping to be an easy and lightweight experience. It uses as core the graphi…

    C 2

  3. HSGIL HSGIL Public

    HSGIL is an OpenSource Graphics Library written in C++ designed for simple and handy graphics rendering. It's constantly developing and updating to improve its mechanics and features. This is also …

    C++ 4 1

  4. SOD-Viewer SOD-Viewer Public

    SOD-Viewer is a graphical tool based on CTk and written in Python aimed at the visualization of a Second Order Dynamics numerical approach by parameter tuning.

    Python 2

  5. CppScanner CppScanner Public

    CppScanner is a C++-based Web Application for scanning images from photographs using the Harris Method and applying a homography (or projective transformation) so we can have a framed and correctly…

    C++ 3

  6. SPH SPH Public

    Smoothed Particle Hydrodynamics Water Simulation Implementation.

    C++ 4