01 / 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.

5+

Years Programming

MFA

Graduate Degree

2024

Top Programmer Award

GameProgrammer.cpp
1// GameProgrammer.cpp
2 
3class GameProgrammer {
4public:
5 string name = "Jacob Fernandez";
6 string location = "San Antonio, TX";
7 
8 vector<string> engines = {
9 "Unreal Engine 5", "Unity"
10 };
11 
12 vector<string> focus = {
13 "Gameplay Systems",
14 "AI Programming", "API Dev"
15 };
16 
17 void build() {
18 while (passionate) {
19 learn(); create(); ship();
20 }
21 }
22};

02 / Skills

Technical Arsenal

//Programming Languages

C++
Python
C#
JavaScript
HTML5
CSS3

//Game Engines & Frameworks

Unreal Engine 5
Unity
OpenGL
UE5 Blueprint
PyQt6

//Development Tools

Git
Visual Studio
VS Code
Rider
Perforce
FFmpeg

//Technical Expertise

Systems ProgrammingObject-Oriented ProgrammingPerformance OptimizationMultithreadingFile I/OUI DevelopmentGameplay ProgrammingAI SystemsMemory ManagementDesign PatternsRendering PipelineShader SystemsBehavior TreesGameplay Ability SystemEnhanced InputNiagara VFXData TablesData AssetsBlackboardPerforce / Version Control

03 / Projects

What I've Built

From graphics engines to production games, selected projects from my MFA program and personal development.

Completed

Graphics / Systems Programming

OpenGL Graphics Engine

Custom graphics engine developed in a collaborative team environment, implementing a complete rendering pipeline with vertex and fragment shader systems. Demonstrates low-level GPU architecture, buffer management, and real-time rendering techniques.

C++OpenGLGLSLShadersRendering PipelineVBOs
In ProgressSummer 2026

Game Development · UE5

Turn-Based Horror Game

Currently in production for the Summer 2026 semester. A atmospheric turn-based horror title with complex AI decision trees, procedural tension systems, and scalable gameplay architecture. Focus on technical design and system-level programming.

C++Unreal Engine 5BlueprintAI SystemsGameplay
Completed

Game Development · Full Cycle

Hero-Based Prototype

End-to-end development from initial concept to a fully playable build. Features hero mechanics, an ability system, responsive controls, and polished gameplay, demonstrating a complete production pipeline and strong software engineering fundamentals.

C++UE5Gameplay Ability SystemBlueprintAnimation

05 / Experience

Experience & Roles

University of the Incarnate Word

Game Programming Teaching Assistant

TeachingCurrentSep 2025 – Jul 2026
  • 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

DevelopmentCurrent2024 – 2026
  • 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

Outreach2022 – 2025
  • 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 / Reel & Media

Gameplay Reel

A showcase of gameplay systems, mechanics, and engine work. Updated directly on Vimeo, always reflecting the latest version.

07 / Education

Academic Background

Accelerated Concurrent Program: B.F.A. & M.F.A. simultaneously · 2021 – 2026

2024 – 2026

Accelerated

Master of Fine Arts

Game Programming

Expected 2026

University of the Incarnate Word

San Antonio, Texas

Triple A Programmer Award · 2024

Relevant Coursework

Advanced C++ ProgrammingC# ProgrammingUnityUnreal Engine 5Systems ArchitectureGameplay ProgrammingAI SystemsPerformance OptimizationObject-Oriented ProgrammingWeb Development

2021 – 2026

Concurrent

Bachelor of Fine Arts

Game Programming

Minor: Computer Interactive Systems (CIS)

In Progress

University of the Incarnate Word

San Antonio, Texas

Core Coursework

Data Structures & AlgorithmsComputer GraphicsGame Engine ArchitectureSoftware EngineeringDatabase Systems

// CIS Minor Coursework

Web DevelopmentObject-Oriented ProgrammingDatabase SystemsPython Programming

08 / 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.

Send Me an Email