I’ve been working professionally in the game industry for roughly eight years, working on the rendering and engine tech of Lords of the Fallen, The Surge and The Surge 2.

In my spare time, I’ve founded the “minecraftesque” open source project Terasology and open-sourced the initial prototype of my C++/Vulkan powered game engine Intrinsic. Lately, I’m using this time to push my custom tech, using it, of course, for a voxel-based game prototype.

Feel free to get in touch with me via Twitter!

- Benjamin / @begla

Personal Projects

Unannounced game (2018 till today)

I’m currently working on a voxel-based game. I might announce further details soon.

Unannounced game I'm currently working on
Unannounced game I'm currently working on

Intrinsic (private, 2018 till today)

Intrinsic is the framework of choice powering all my game prototypes and research. It has evolved quite a bit since its initial prototype release in 2016.

Intrinsic (initial prototype, open-source, 2016-2018)

At its initial public release in 2016, Intrinsic already was a capable rendering and game engine. Written in C++ utilizing the cutting-edge Vulkan API, it featured advanced lighting techniques, volumetric fog, multithreaded rendering, and complete data-oriented design.

Due to time constraints, I’ve decided to keep further development private and decide on future releases when the time is right.

Screenshot of the Intrinsic demo level
Screenshot of the Intrinsic demo level

Terasology (open-source, actively worked on 2011-2012)

Terasology is a “minecraftesque” game written in Java and OpenGL. I started the project during my studies to understand the things that made Minecraft so interesting for me: procedural generation of worlds and voxels in general.

After finishing my studies in 2012, I sadly had to stop contributing to the project. It is now maintained by a small team that coordinates contributions from all over the world.

Shot of Terasology I took back in 2012
Shot of Terasology I took back in 2012

Professional Career

  • DECK13 Interactive GmbH
    • Principal programmer (rendering and engine, 2017 till today)
    • Programmer (rendering, engine, and physics, 2012-2017)
    • Intern (master’s thesis on procedural animation, 2012)

The Surge 2 (PC, PS4 and X1, 2019)

The Surge 2
The Surge 2

The second installment of the souls-like sci-fi action RPG. Some of the things I contributed:

  • Complete rewrite of the renderer which works well with all modern low-level graphics APIs (Vulkan, DX12, and GNM). Data orientation, hot reloading, and complete data drivenness are the concepts which make it unique
  • Implementation and maintenance of the Vulkan and GNM backends
  • Modernization of the whole lighting system
  • “Irradiance grid” for indirect diffuse illumination
  • Unified compute based volumetric fog/lighting system
  • Strand-based vegetation simulation
  • Texture streaming system
  • Various low-level CPU/GPU optimizations, like e.g. asynchronous post-processing and “static command buffers”

An in-depth behind the scenes video John (@dark1x) from the Digital Foundry created for The Surge 2. I’m one of the guys babbling in the video. 🙂

The Surge (PC, PS4 and X1, 2016)

The Surge
The Surge

Souls-like action RPG set in a sci-fi world. Amongst others, I’ve contributed the following:

  • GPU based particle system used for all particle effects in the game
  • Design and implementation of the physics-based “gibbing system”, which is a fundamental part of Surge’s gameplay mechanics
  • Moved the standard deferred lighting system to a compute driven approach. First various tile-based ones and, a tad later on, a clustered one
  • Compute based frustum/occlusion culling system for static meshes/instances
  • Various low-level optimizations to reach the target frame rate (60 FPS on PS4 Pro and X1X)

Lords of the Fallen (PC, PS4 and X1, 2014)

Souls-like action RPG set in a medieval fantasy world. Excerpt from what I did:

  • Design, implementation, and maintenance of the GNMX powered PS4 rendering backend
  • Volumetric lighting solution for local lights
  • Locomotion/IK system for humanoids
  • Ragdoll system and various physics-based effects
  • Software rasterization based occlusion culling system
  • Various optimizations of existing subsystems
Lords of the Fallen
Lords of the Fallen


  • Volumetric Lighting For Many Lights (in Lords of the Fallen, Digital Dragons, Poland, 2014) - PDF

Since its initial publication, this take on volumetric lighting has been integrated into many other projects. One of them being Warframe! You can take a look at the results in one of @sj_sinclair’s tweets:


Photography and making music.