Riko Ophorst
Rendering & Software Engineer
4+ years professional experience (incl. 1 internship) Started working professionally in Sep 2018, which includes a 6-month graduation internship at OTOY. Does not include internships from before that date.
C++, C, HLSL, GLSL, MSL, SPIRV
Vulkan, Metal, D3D11/12, CUDA, CMake, RTX, Windows, macOS, Linux
Raytracing & pathtracing
Realtime 3D rendering
R&D in Emerging Technologies
Cross-platform & porting
GPU & CPU optimizations
2 shipped products
4 shipped games
5 game jams
Creative Media & Game Technologies (BSc, July 2019)
At Breda University in the Netherlands
Angler Cell
  • 72 hr Game-jam project
  • JavaScript
  • C++
  • Proprietary engine
  • Ludum Dare
What is Angler Cell?
Angler Cell is a Splinter Cell-inspired beat-em-up platformer. Attack the fish that are attacking you with more fish.
  • Run around the different platforms.
  • Kill the enemies following you with your swordfish attack.
  • Watch out for the lasers.
  • If the fish manage to kill you, you lose.
  • Try to get as far as possible.
Technical specifications
  • JavaScript
  • C++
  • Proprietary engine: Snuffbox
  • Built in 72 hours in April 2015
  • 2 programmers, 2 artists
Download the game
View the source code on GitHub
My contribution to Angler Cell
Together with Daniel Konings I was responsible for the programming of this game. Some of my contributions to the game are:
  • Programmed all the platformer physics
  • Worked on the enemy AI
  • Worked on the player mechanics
  • Worked on the UI
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