Sebastian Dăscălescu

Hello there

Hello, I'm Sebastian Dascalescu, a games programmer studying at Breda University of Applied Sciences, specializing in engine and tools development. I enjoy building tools that speed up team workflows. My experience spans custom C++ engines, Unreal, and Godot. I love collaborating with teams to achieve shared goals.

In my free time, I play games, juggle with fire 🔥, listen to music, and explore small creative projects to learn new skills, both technical and non-technical.

I'm looking for an internship starting September 2026.

Unreal Engine
Unreal Engine Gameplay systems and tools in C++ and Blueprints, from personal to large group projects.
C++
C++ 5+ years creating custom engines and tools from scratch, with a focus on modern C++.
Python
Python Automation, CI/CD build scripts, and gameplay tooling, plugin for Blender.
GitHub
GitHub Source control, code reviews, and GitHub Actions for CI/CD.
Perforce
Perforce 3 years using P4 and P4V in team environments, including Swarm code reviews.
Jenkins
Jenkins CI pipelines for automated builds and deployments.
Godot
Godot Gameplay prototypes and tools using GDScript and C#.
Visual Studio
Visual Studio C++ development, debugging, and profiling for engine and tools work.
Visual Studio Code
Visual Studio Code Scripting, tooling, and workflow customization with extensions and tasks.

Latest Projects

Going Bonkers
unreal ci-cd tools leadership problem solving

Going Bonkers

Going Bonkers! is a local co-op game following two clowns, with a knack for bonking, as they fight their way through hordes of salarymen to brighten a dreary city in this twin stick bonk-em-up!

Team 3 Programmers | 6 Designers | 12 Artist
Duration 2024-2025 Block D
Key responsibilities
  • PR lead planning, QA process, and risk tracking
  • CI/CD setup with Jenkins and itch.io deployment
  • Level streaming and level stitching workflow
  • Checkpoint save/load prototype
  • Build and Perforce tech support
Wasp Engine
engine tools gameplay physics problem solving

Wasp Engine

Wasp Engine is a team-built game engine and demo project focused on creating a solid toolchain for level production and gameplay systems. The goal is to make iteration fast for designers while keeping the runtime systems robust and scalable.

Team 6 Programmers
Duration 8 Weeks
Key responsibilities
  • Blender pipeline add-on (tags, paths, collision)
  • Interactable system (buttons, doors, audio points)
  • Pickup integration and behaviors
  • Collision import fixes and Jolt integration
  • Level blockouts and demo maps
  • Definition of Done checks for PRs
Level Streaming in C++
C++ Custom Engine Assets Streaming

Level Streaming in C++

I developed a dynamic level streaming system for the Bee engine (CMGT Engine) that asynchronously loads and unloads GLTF models based on player proximity and camera frustum culling. I implemented multithreaded loading using std::promise and std::future, created debug visualization tools including a minimap and memory profiler, and optimized the system through performance profiling.

Team Solo
Duration 8 Weeks
Key responsibilities
  • Level streaming system
  • Multithreaded loading
  • Debug tools and profiling

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