Pablo Bollansée

Een eenvoudige boerenjongen


Work Experience

  • Sep ‘21 -
    • Senior Back-End Haskell Developer
    • at Feeld
    • Was part of and helped build a new team of Haskell engineers to redefine the backend the Feeld app runs on so it can support the growth of the user-base 10-fold.
    • Haskell, SQL, GCP, …
  • Mar ‘20 - Sep ‘21
    • Senior Back-End PHP & C# Developer
    • at Bagaar
    • Automating a process that could that up to months to something taking mere minutes, for a billion dollar client. The system would be used by the client’s clients in 28 countries, which made it particularly challenging to adhere to all the different regulations in a single system. The process we automated used to take many manual steps and long waiting periods, but with the automated system results could be seen and iterated on within minutes. I build the algorithms and tools as one of the two main backend programmers.
    • PHP, C#, SQL, Azure, Backend, …
  • Mar ‘19 - Mar ‘20
    • Head Of Research And Development
    • at DCA
    • Leading the research team for VR projects in Unity and Unreal engine.
    • C#, SQL, Unity, VR, Fullstack, Design
  • Oct ‘17 - Mar ‘19
    • .NET consultant, developer
    • at Delen Private Bank, Amonis, Kapture NV
    • Backend Consultant for several different million dollar clients.
    • C#, SQL, Azure, Cobol, Backend, Fullstack, …
  • Oct ‘16 - Jul ‘17
    • Doctoral student
    • at KU Leuven, Linnaeus Uni.
    • Doctorate in AI: Self-Adapting Computer Systems (unfinished)
    • I quite quickly felt it wasn’t for me, as I didn’t enjoy the very theoretical work with a focus on papers rather than code


Other Experiences

  • Oct 2017 (2 wks.)
    • Fullstack Azure developer
    • at ABVV
    • A short project implementing their first microservice
    • C#, Azure
  • Feb 2012 (5 mo.)
    • C# development intern
    • at Vanguard Games
    • During the development of Halo: Spartan Assault
    • C++, C#, Unity
  • Sep 2011 (5 mo.)
    • Unity programmer/designer
    • for MyMachine
    • A game bringing the imaginary machines of children to life
    • C#, Unity
  • Feb 2011 (5 mo.)
    • C# programmer/designer
    • for Imagine Cup 2011
    • Semifinalist of Game for Windows and Games for Windows Phone 7
    • C#, XNA

Personal Projects

  • Last Year In Gaming
    • A website showing the best games released one year ago
  • Pokédex
    • A simple web Pokédex showing type-advantages made in Elm
  • Cooking
    • A mobile-first responsive website to collect recipes
  • Magic Tools
    • A web-app build in Vue to be used while playing MTG
  • Liquid
    • A GPU-based water and erosion simulation made with Unity
  • War Systems
    • A turn-based-strategy game inspired by Advance Wars
  • Risk of Thrones
    • A huge Risk board (2m²) based on the Game of Thrones world
  • Planetoids
    • An Asteroids inspired game, rocks are sliced along the laser
  • ReConnect
    • A game about connecting islands to rebuild the world


  • Haskell
    • 1+ years of experience
    • Current main language
  • SQL
    • 5+ years of experience*
  • Elm
    • 2+ years of experience*
    • Preferred for web projects
  • C#
    • 7+ years of experience*
  • C++
    • 3 years of experience*
    • Bachelor’s main language
  • Java
    • 2 years of experience*
    • Master’s main language
  • PHP
    • 1 year of experience
  • Other
    • AWS, Android, Angular, Azure, C, COBOL, CSS, Entity Framework, Google Cloud (GCP), Git, HTML, Javascript, LINQ, Lua, MySQL, Nix, PostgreSQL, Prolog, Python, React, Rust, SQL Server, Test Driven Development, Vue, XML, …

* Combined from work, university and personal projects

Minor skills

  • Design
    • User Experience (UX)
    • Gameplay
  • Photoshop
    • General photo/image editing
    • Texturing
  • Blender (3D)
    • Optimized low-poly modelling
    • Unwrapping

Once upon a time

  • 3ds Max
    • Optimized low-poly meshes
    • Unwrapping
    • Sub-D modeling
    • Normalmap baking
    • Skinning
  • Mudbox
    • Hight-poly sculpting
    • Normalmap baking
  • Direct X
    • Basic 3D pipeline coding
  • PhysX
    • Implementing physics, including fluids and forcefields

Spoken languages

  • Dutch (Native)
    • English (Near-native)

Check out my printable cv.


A GPU-base water and erosion simulation

Liquid is a water and erosion simulation in Unity. It runs entirely on the GPU for a very fast simulation, but might still require a real graphics card.

War SystemsWar Systems

A brilliant turn-based strategy game

War Systems is a project I’m working on in my spare time. For the moment it’s mainly a learning exercise I’ve been doing over the past several years, redesigning it whenever I see fit. I’ve restarted with a clean code-base several times, each time improving it and applying new things I learned in college.

It’s a Turn-Based Strategy game, based on Advance Wars, but it takes place on actual planets. I’m making it in Unity for PC/Mac and playing around with touch-input and WebGL. The most recently restart of the project is focussing on a full undo/redo system, as well as both sync and async networked multiplayer.

Read some more about the project here.


An awesome space shooting game

Planetoids is a little game I made in my first year of DAE. It’s a lot like astroids yet with unique movement controls and a twist on the laser. When your little spacecraft shoots a laser it slices the planetoid exactly where hit.

I remade it several times as I was learning new web technologies. First recreating it using WebGL for the graphics, and then later using the html5 canvas. The latter is what you’re seeing above. Originally it used a custom physics engine, but now it uses Box2dweb.

Later I also made an Android version using Unity, which you can download on the Google Play store for free.

Read more about the game here or play it in fullscreen.

Other ProjectsOther Projects

Last Year In Gaming

A proof on concept website showing some of the best games released one year ago this week.


A simple Pokédex made in Elm. It shows basic type information for use during a battle. I found other sites to show way too much information, while most of the time I only want to know which moves are super effective. You can try it out here or view the source code here.


A simple, no nonsense website to collect all my recipes. Features include a no-sleep button to keep the screen awake during cooking, and tick-marks with each recipe-step, as well as proper printing support. Built on Bootstrap for responsiveness, and using Hugo as a static website generator. It has a Netlify CMS backend for easy content management, and makes use of GitLab Continuous Integration/Delivery (CI/CD) for automatic builds and deployment as a static website on GitLab Pages.

Magic Tools

A web-app that provides coins, dice and counters to be used while playing the card-game MTG. I, in part, made it as a way to test and research Angular, React and Vue. I tried all three, and in the end decided to use Vue for this project, as it seemed to combine the pros of the other two.


A a water and erosion simulation in Unity. It runs entirely on the GPU for a very fast simulation, but might still require a real graphics card.

War Systems

A turn-based-strategy game inspired by Advance Wars. Build using Unity.

Risk of Thrones

Risk of Thrones (shown above) is a huge, 1.2m by 1.6m, Risk board I made as a birthday present for my sister.

The board is based on the map of the Game of Thrones world, and includes some special places with interesting new rules. It’s open-source and you can check it out here.

I also made a little companion app that automatically divides the world up for the start of the game.


An Asteroids inspired game in which rocks are sliced along the laser, exactly where hit.


ReConnect is a game about connecting and combining islands to rebuild the world. It was made by Steven De Meyer, Thijs Morlion, Elie Verbrugge and myself as entry for the Imagine Cup 2011. We finished in the semi-finales.



Concerning 3D, I’m well rounded, but not an expert in anything. I have a basic knowledge of both low- and high-poly modeling, both subdivision and sculpting. I also know what diffuse, specular, glossiness, height, bump and normal maps are and how to make and use them. Even rigging, skinning and animation are aspects of 3D I know. As well as some knowledge of both particles and materials in UDK.

You won’t find the best 3D-artist in me, though I do know how to talk to people that are.

Low Poly

Debris and me

Debris and me - Wire

Reliant Regal - Front

High Poly

Thunderbird 2 - Advertisement

Thunderbird 2 - Render

Thunderbird 2 - Wire