My name is Jasper de Laat. I'm a young game programmer from the Netherlands and currently working on my Bachelor degree in Engineering in Game Architecture and Design at the NHTV Breda University of Applied Sciences. Take a look at my works on this website! If you have questions or tips, you can always drop a mail:

info@jasperdelaat.nl | +31 (0)6 10571666


Hyper Turny

Unity3D 4.6 / C#

Hyper Turny is an arena-based melee combat game and was developed during a team project course given on NHTV. For this game, I was part of a group of 13 students that created this game in 14 full-time days. The final product was a highly polished game which has gathered the school award for Best Game.

During this project, my main contributions were:
  • 2D / 3D GUI programming
  • Gameplay programming
  • Playstation 4 deployment

Museum Mischief

PhyreEngine / C++

Museum Mischief is a witty cat-and-mouse-game for the PlayStation Vita. The player plays as a ghost which has to scare the guard away from the museum without being seen. During this project, I have worked with other students with Sony's PhyreEngine. It was very challenging for us all but the end result turned out very nice, plus we learned a lot about working under very strict NDA and gave a lot of feedback to Sony for improving future versions of their engine.

During this project, my main contributions were:
  • Gameplay programming
  • Engine programming
  • Playstation Vita deployment


Unity3D 4.5 / C#

Bail was created in 48 hours during the Global Game Jam 2015. In this game, you're in a getaway truck filled with an infinite amount of money. The police is coming for you and you need to keep them away by throwing moneybags. Civilians, being moneygrabbers, race for the bags and in no time the highway will become one big pile-up. Try not to smile playing this game.

During this project, my main contributions were:
  • Gameplay programming
  • Physics programming
  • Gameplay designer




My first experience with 3D rendering was making a CPU raytracer. I've made this project at the start of my 2nd year at the NHTV. Ray tracing is different from conventional 3D (scanline) rendering as it tries to mimic the behavious of light rays. Ray tracing is able to achieve ultra realistic results, at the cost of a lot of performance. I have implemented a bounding volume hierarchy (BVH) system which improves performance.

  • Real reflection
  • Refraction (glass)
  • Triangle, Plane, Cube and Sphere Geometry
  • It's really slow :)
Optical effects:
  • Soft shadows
  • Texturing
  • Depth of Field (DoF)
  • Anti-Aliasing (AA)

Physics Engine


My first experience building a physics engine. This project was developed in a team of two during a short 7 weeks at the start of our 2nd year at the NHTV. This project has sparked my interest for physics, and resulted in the impulse-based simulator I'm currently creating for my specialisation course.

  • Cube colliders
  • Stackable objects (although limited)
  • Broad and Narrow-phase collision detection
  • Collision response

GPU Terrain Generation

C++ / OpenCL

In this project, a chunk of terrain is generated using the Diamond Square algorithm. This process, including generating the height value, calculating terrain normals, and rendering is executed entirely on the GPU using OpenCL and OpenGL.

  • Scalable generation of large terrains on the GPU
  • High performance, generation time of the terrain below differs from 0.7 seconds on a GTX 770 to 5 seconds on a GT 540M
  • Rendering using OpenGL with multi-texturing