Jacob Fernandez

Game programmer and software engineer in San Antonio, Texas

I build gameplay systems and full-stack software. Game code in Unreal and Unity, and outside of games, web front ends, back-end APIs, and the services behind them.

MFA in Game Programming, graduating December 2026. Open to game programming and software engineering roles.

Projects

Four solo projects: three game projects and a full-stack web app. Each one has a write-up of how it works and what I measured.

206M

triangles drawn per frame · 14.1 ms GPU · 1440p

OpenGL Graphics Engine

main.cpp · C++ · OpenGL · GLSL

A renderer I wrote directly on OpenGL, with no engine underneath. It has Blinn-Phong lighting, a chrome sphere that re-renders the scene into a cubemap every frame so its reflections are live, model loading through Assimp, and an ImGui panel for tweaking lights and materials while it runs.

Blinn-Phong · Fresnel · Dynamic cubemap · Render to texture · Assimp · ImGui

0 B

allocated per frame · 584 guards · 8.7 ms

Metal Gear Mechanics

AIController.cs · C# · Unity

Metal Gear Solid's stealth loop rebuilt in Unity: guards patrol, spot you with a vision cone and a line-of-sight check, then search before going back to their route. It also has CQC, the cardboard box, and wall cover. The detection code allocates no memory per frame, no matter how many guards are active.

NavMesh · Vision cones · Line of sight · No per-frame allocation · Object pooling

30

gameplay classes · UE5 C++

Hack & Slash Combat System

HSCombatComponent.cpp · C++ · Unreal Engine 5

Melee combat in Unreal Engine 5, written in C++ across 30 classes. Combo timing comes from the animations: custom AnimNotifies open and close the combo window, and a press that comes a little early is saved and fires when the window opens. Separate components handle targeting, hit feedback, style ranking, and the combat camera.

AnimNotify · Combo windows · Input buffering · Sword traces · Style ranking

41 ms

p95 response under load · was 49 s

PlayGraph

app/cache.py · Python · FastAPI · Redis · JavaScript

A full-stack web app for reviewing your Steam games, where each review keeps a snapshot of the hours you'd played when you wrote it. Python and FastAPI back end, background jobs on a Redis queue for Steam syncs, a plain JavaScript front end, Steam and Clerk sign-in, and 116 tests running in CI.

FastAPI · SQLAlchemy · Redis · Background jobs · Caching · CI

Measured on my PC (RTX 4080 SUPER, Ryzen 7 9800X3D). Each breakdown says how.

Gameplay Reel

Gameplay programming across Unreal, Unity, and my own OpenGL engine.

Watch on Vimeo

Skills

Bars show how comfortable I am working in each one, not a claim that I know everything about it. Next to each is the work that backs it up, so you can judge for yourself.

still learning
comfortable
comfortable building real projects with it
nobody gets here, there's always more to learn

Languages

C++

UE5 combat system and movement shooter · OpenGL renderer · TA'd it at UIW

C#

Metal Gear stealth AI · top-down/first-person Unity shooter

Python

playgraph: FastAPI service with tests in CI · hand-tracking game with OpenCV and MediaPipe

TypeScript

This site, including the Three.js scene at the top

SQL

Database coursework

Engines and graphics

Unreal Engine 5

3+ years · combat system (30 C++ classes) · movement shooter with wall-running

Unity

3+ years · Metal Gear stealth AI · URP volumetric fog in the top-down shooter

OpenGL / GLSL

Renderer and shaders written from scratch

Tools

Git

Every project on this page is on my GitHub

Perforce

Version control for my team's UE5 thesis project

Profiling

Unity Profiler · Unreal stat commands · OpenGL timer queries

Experience

  1. Sep 2025 – Jul 2026

    Game Programming Teaching Assistant

    University of the Incarnate Word · Teaching

    • TA'd two semesters covering Unity and Unreal Engine 5, plus data structures and time complexity.
    • Made slide decks, coding labs, and project specs for the course.
    • Helped students debug their projects and reviewed their code.
    • Worked with students on harder topics like behavior trees, movement systems, and Unreal's Gameplay Ability System.
  2. 2024 – 2026now

    Graduate Game Developer

    UIW · MFA Graduate Prototyping Program · Development

    • Built several prototypes and production projects on student teams.
    • Wrote the OpenGL renderer shown in the projects above.
    • Programmed gameplay systems for a turn-based horror game in the Summer 2026 semester.
    • Took a hero-based prototype from concept to a playable build.
  3. 2022 – 2025

    UPGRADE Program Representative

    University of the Incarnate Word · Outreach

    • Ran Unreal and Unity demos for high school students at recruiting events for UIW's game programming program.

About

Jacob Fernandez laughing, wearing a blue camo hoodie
that's me
Fig. 01 · yes, the whole site's palette came from this hoodie

I'm a game programmer and software engineer finishing my MFA in Game Programming at the University of the Incarnate Word, where I also TA'd two semesters covering Unity, Unreal Engine 5, and data structures.

Most of what I build is gameplay code in Unreal and Unity, plus the occasional engine when I want to know how something works underneath. Outside of games I build full-stack web apps, like PlayGraph above, and back-end APIs in Python and C++.

Education

An accelerated program at UIW: I'm earning the B.F.A. and M.F.A. at the same time.

  1. 2024 – 2026

    Master of Fine Arts, Game Programming

    University of the Incarnate Word · San Antonio, Texas

    Triple A Programmer Award · 2024

    Relevant coursework: Advanced C++ Programming, C# Programming, Unity, Unreal Engine 5, Systems Architecture, Gameplay Programming, AI Systems, Performance Optimization

  2. 2021 – 2026

    Bachelor of Fine Arts, Game Programming

    University of the Incarnate Word · San Antonio, Texas

    Minor: Computer Interactive Systems (CIS)

    Coursework: Data Structures & Algorithms, Computer Graphics, Game Engine Architecture, Web Development, Database Systems

Contact

I finish my MFA in December 2026 and I'm looking for game programming or software engineering roles. Email is the fastest way to reach me.

GitHub
JakeeUp
Location
San Antonio, Texas
Email me