Hello! You’ve stumbled upon my corner of the internet where I showcase my latest projects. My name is Warre Stoop, and for as long as I can remember, I’ve been captivated by the world of games.
My journey started on mobile with games like Clash Of Clans and Subway Surfers and evolved into a deep dive into PC classics like Minecraft, StarCraft II, and Overwatch. When it came time to choose a career, the choice was natural: Digital Arts & Entertainment (DAE) at Howest.
It was during my studies that I discovered something unexpected: I love the challenge of building games in a team even more than I love playing them. I am a Generalist Game Developer with a strong affinity for Gameplay Programming, and I’ve built a solid foundation in C++ and C#. Whether I am working in Unity or Unreal Engine, I thrive in collaborative environments and enjoy the puzzle of creating and finetuning systems in order to make a good player experience.
I had the honor of competing in the 2026 Xbox Game Camp Belgium, where our team of seven placed 2nd in our category. Over a 3-day sprint, I focused on the local multiplayer systems and the logic behind the mine behaviors. We took pride in a fully "human-made" workflow, relying entirely on our team's craft without the use of AI.
Created as part of the DAE curriculum and developed in collaboration with the Province of West-Flanders, this mobile title was designed to shed light on the daily life and inner workings of a local abbey. As part of a seven-person team using Unity, I took on a Generalist role. My contributions spanned the entire development cycle, including gameplay programming, UI design, sound implementation, and menu architecture.
During this Digital Arts & Entertainment group project, I had the pleasure of collaborating with a team of five to bring this vision to life. My role focused on the core interactivity and infrastructure of the game; I was responsible for designing both static and dynamic obstacles, as well as architecting the local multiplayer logic. Additionally, I handled the UI implementation and menu stream.
This project is my "under-the-hood" deep dive into engine architecture, built entirely from scratch in C++. Developed as part of my DAE studies, the core focus isn't just the game itself, but the implementation of professional Game Programming Patterns to create a clean, scalable codebase.
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