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.

Completed

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.

C++OpenGLGLSLShadersVBOsRendering Pipeline
View on GitHub
Completed

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#.

C#UnityAI SystemsStealthAnimationPhysics
View on GitHub
Completed

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.

C++UE5BlueprintGameplay Ability SystemAnimation
View on GitHub

03 / Reel & Media

Gameplay Reel

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

04 / 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

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.

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.

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 Mechanics",
14 "AI Programming", "REST APIs"
15 };
16 
17 void build() {
18 while (passionate) {
19 learn(); create(); ship();
20 }
21 }
22};

08 / 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)

Expected 2026

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

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.

Send Me an Email