Riko Ophorst
Rendering & Software Engineer
4+ years professional experience (incl. internships) Started working professionally in Sep 2018, including my initial 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
Dwindling Fire
  • 72 hr Game-jam project
  • JavaScript
  • C++
  • Proprietary engine
  • Ludum Dare
What is Dwindling Fire?
Dwindling Fire is a Don't Starve-esque game. Keep your lights on and fight off the endless herds of enemies coming to get you.
  • Put down torches to see in the dark.
  • Plant trees to gather wood for torches.
  • Kill enemies to get flint, which you need to light torches.
  • If your lights go out, you lose. If you run out of HP, you lose.
  • Try to get as far as possible.
Technical specifications
  • JavaScript
  • C++
  • Proprietary engine: Snuffbox
  • Built in 72 hours in December 2014
  • 2 programmers, 1 artist
Download the game
View the source code on GitHub
My contribution to Dwindling Fire
Together with Daniel Konings I was responsible for the programming of this game. Some of my contributions to the game are:
  • Programmed all of the UI in the game
  • Worked on the enemy AI
  • Worked on the player mechanics
  • Performed multiple polish iterations on the game
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