
Simon contributed to the Stranded_Survivors and Survival_Kit repositories, building core gameplay systems, a foundational ECS engine, and editor tooling for game development. He implemented 3D transformation support, robust scene and asset management, and a modular audio system using C++ and OpenGL, focusing on maintainable architecture and efficient data serialization. Simon refactored project configuration and build scripts, improved frame timing, and enhanced editor UX with ImGui. His work addressed performance targets, input management, and resource path reliability, resulting in smoother player experiences and streamlined development workflows. The depth of his engineering enabled scalable, maintainable codebases and accelerated feature delivery.

Month: 2025-09 — Delivered major platform upgrades for Survival_Kit (formerly gam_300_engine), focusing on 3D transform support, robust ECS-based scene management, and build/environment hygiene to enable smoother runtime and CI/CD.
Month: 2025-09 — Delivered major platform upgrades for Survival_Kit (formerly gam_300_engine), focusing on 3D transform support, robust ECS-based scene management, and build/environment hygiene to enable smoother runtime and CI/CD.
April 2025 — Survival_Kit: Delivered the foundational engine, ECS, and developer enablement stack to accelerate gameplay feature work and improve quality. Implementations include: Core Game Engine and Rendering Loop (GLAD/GLFW) with a GameManager for reliable frame timing; ECS Framework with ComponentPool, ComponentView, and data-driven scene; data serialization groundwork; documentation, TDD practices, and repository hygiene to boost onboarding and maintainability. Minor frame-timing stability improvements were addressed (fps updates). Impact: higher development velocity, scalable architecture, and improved code quality, with hands-on skills demonstrated in C++, graphics toolchains, ECS design, data serialization, TDD, and Git hygiene.
April 2025 — Survival_Kit: Delivered the foundational engine, ECS, and developer enablement stack to accelerate gameplay feature work and improve quality. Implementations include: Core Game Engine and Rendering Loop (GLAD/GLFW) with a GameManager for reliable frame timing; ECS Framework with ComponentPool, ComponentView, and data-driven scene; data serialization groundwork; documentation, TDD practices, and repository hygiene to boost onboarding and maintainability. Minor frame-timing stability improvements were addressed (fps updates). Impact: higher development velocity, scalable architecture, and improved code quality, with hands-on skills demonstrated in C++, graphics toolchains, ECS design, data serialization, TDD, and Git hygiene.
Month: 2024-11 — Stranded_Survivors (singhuisimon/Stranded_Survivors). Focused on delivering core gameplay polish, asset pipeline improvements, editor UX enhancements, and system refactors to enable faster iteration, higher quality releases, and maintainable code. Key outcomes include a higher FPS target, improved movement capabilities, robust scene/asset management, and improved audio/graphics logging and reliability. These changes collectively improve player responsiveness, editing efficiency, and long-term maintainability, driving business value through smoother experiences and streamlined development workflows.
Month: 2024-11 — Stranded_Survivors (singhuisimon/Stranded_Survivors). Focused on delivering core gameplay polish, asset pipeline improvements, editor UX enhancements, and system refactors to enable faster iteration, higher quality releases, and maintainable code. Key outcomes include a higher FPS target, improved movement capabilities, robust scene/asset management, and improved audio/graphics logging and reliability. These changes collectively improve player responsiveness, editing efficiency, and long-term maintainability, driving business value through smoother experiences and streamlined development workflows.
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