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Lars de Smit

C++ Software Developer

Senior C++ Software Developer with over 9 years of experience in complex real-time and networked software. Experienced in technical design, performance profiling, debugging, and client/server systems, with a focus on maintainable and efficient software.

Selected work

Projects

Senior Gameplay Programmer @ PUBG Studios/Krafton

PUBG: Black Budget

Description

I worked on gameplay and animation systems for an extraction shooter, focusing on responsive networked interactions, performance, and maintainable technical design. I coordinated with design, animation, UI, and engineering to bring complex gameplay features together.

Technologies
C++Unreal Engine 5Gameplay Ability SystemBlueprintsPerforceJiraConfluenceUnreal InsightsUnreal NetworkingAnimation BlueprintsAnimation Montages
Worked on

Personal project

deSmit.dev

Description

I built this portfolio and blog with Go, PostgreSQL, and TypeScript, including a custom administration interface with multi-factor authentication. Automated testing and branch-based deployments through Forgejo Actions support ongoing development across my self-hosted development environment and production VPS.

Technologies
GoTemplTailwind CSSHTMLTypeScriptReactForgejo Actions
Worked on

Gameplay Programmer @ PUBG Studios/Krafton

PUBG: Battlegrounds

Description

I developed and maintained gameplay systems for a large-scale multiplayer battle royale. My work included debugging gameplay issues, profiling performance, and collaborating across disciplines to deliver features for an evolving live-service game. As well as a major refactor of the animation system, in which I modularized the animation blueprint to improve maintainability.

Technologies
C++Unreal EngineUnreal Engine 4FrameProBlueprintsPerforceJiraGitConfluenceAnimation BlueprintsAnimation MontagesUnreal Networking
Worked on

Junior Gameplay Programmer @ Bohemia Interactive

Vigor

Description

I worked on weapon and ballistics systems for this multiplayer looter shooter, including asynchronously simulated projectiles. Working closely with designers, I maintained and debugged gameplay behavior and prototyped water traversal mechanics and supporting tools.

Technologies
C++Unreal Engine 4BlueprintsToolsUnreal Networking
Worked on

Student project

Einar

Description

For this student game, I developed a camera system that switches behaviors based on gameplay context, built the initial weapon prototypes, and laid the foundation for a web-based gameplay heatmap viewer. I later took over as technical lead, helping guide the team toward a stable release.

Technologies
C++Unreal Engine 4BlueprintsC#Technical LeadershipASP.NET
Worked on

Professional history

Experience

Present

  1. PUBG Studios/Krafton

    Senior Gameplay Programmer

    Chemnitz, Germany

    Gameplay Programmer

    Amsterdam, The Netherlands

  2. Wargaming

    Junior Gameplay Programmer

    Brno, Czechia

  3. Bohemia Interactive

    Junior Gameplay Programmer

    Brno, Czechia

    Intern Gameplay Programmer

    Brno, Czechia

Career start · September 2017