02 / Projects
What I've Built
From graphics engines to stealth AI and combat systems — projects spanning real-time rendering, Unity, and Unreal Engine 5.
Graphics / Systems Programming
OpenGL Graphics Engine
Custom graphics engine built in C++ with a complete rendering pipeline, vertex and fragment shader systems, real-time GPU buffer management, and low-level OpenGL architecture.
Game Development · Unity
Metal Gear Mechanics Clone
Faithful recreation of Metal Gear Solid stealth systems in Unity, featuring enemy AI with detection cones, alert states, cover mechanics, and CQC combat built from the ground up in C#.
Game Development · UE5
Hack & Slash Combat System
Fluid hack-and-slash combat prototype in Unreal Engine 5 featuring combo chains, directional attacks, enemy hit reactions, hitbox management, and polished feel through animation blueprints.
03 / Reel & Media
Gameplay Reel
A showcase of gameplay systems, mechanics, and engine work. Updated directly on Vimeo, always reflecting the latest version.
Gameplay Programming Reel
vimeo.com
Full gameplay programming reel featuring systems built in UE5, Unity, and custom engines. Hosted on Vimeo, always current.
Class Project Showcase
linkedin.com
Featured class project video posted to LinkedIn. Demonstrates gameplay systems and technical implementation in a production context.
Videos link directly to their sources, content stays current when updated on Vimeo or LinkedIn.
04 / Skills
Technical Arsenal
//Programming Languages
//Game Engines & Frameworks
//Development Tools
//Technical Expertise
05 / Experience
Experience & Roles
University of the Incarnate Word
Game Programming Teaching Assistant
- ▸Teach advanced C++ and Unreal Engine 5 to students transitioning from C#/Unity, with a focus on systems programming, memory management, and design patterns.
- ▸Develop comprehensive curriculum: PowerPoint presentations, coding labs, and project specifications covering pointers, file I/O, and gameplay systems.
- ▸Mentor students on debugging techniques, code review practices, and professional software development workflows.
- ▸Guide students through complex implementations including AI behavior trees, movement systems, and Gameplay Ability System architecture.
UIW · MFA Graduate Prototyping Program
Graduate Game Developer
- ▸Collaborate in a team-based environment completing multiple prototypes and production projects across the full development lifecycle.
- ▸Developed a custom OpenGL graphics engine implementing a complete rendering pipeline and shader systems.
- ▸Currently developing a turn-based horror game for the Summer 2026 semester, focusing on gameplay systems and technical design.
- ▸Completed a hero-based prototype demonstrating the full development cycle from concept to playable build.
University of the Incarnate Word
UPGRADE Program Representative
- ▸Showcased personal projects and the programming curriculum to high school students to promote UIW's game programming track.
- ▸Demonstrated real-world applications of C++, C#, Unreal Engine, and Unity workflows to prospective students.
- ▸Represented the program at recruitment events, communicating technical concepts effectively to diverse audiences.
06 / GitHub
Open Source & Work

Jacob Fernandez
@JakeeUp
UIW MGD Programmer · C++ systems programmer who does it for the love of the game.
70+
Repositories
San Antonio
Texas
Unity 6 third/first-person hybrid shooter inspired by Rainbow Six Vegas perspective system.
Rendering pipeline from scratch: shaders, 3D model loading, ImGui integration.
C++ REST API serving live CS2 market data with a knapsack budget optimizer. Uses Crow, libcurl, nlohmann/json.
Tile game using Python and the MediaPipe hand tracking library.
07 / About
Who I Am
I'm a game programmer and software engineer pursuing my MFA in Game Programming at the University of the Incarnate Word, where I also serve as a Teaching Assistant for advanced C++ and Unreal Engine 5 courses.
I specialize in gameplay programming, AI systems, and software engineering , from complex gameplay frameworks and behavior trees to REST APIs and production-ready C++ systems.
08 / Education
Academic Background
2024 – 2026
AcceleratedMaster of Fine Arts
Game Programming
University of the Incarnate Word
San Antonio, Texas
Relevant Coursework
2021 – 2026
ConcurrentBachelor of Fine Arts
Game Programming
Minor: Computer Interactive Systems (CIS)
University of the Incarnate Word
San Antonio, Texas
Core Coursework
// CIS Minor Coursework
09 / Contact
Let's Build Something
Whether you're looking for a game programmer, a systems engineer, or just want to talk C++, I'd love to connect.
Location
San Antonio, Texas