Pablo Bollansée

Een eenvoudige boerenjongen


Work Experience

  • 2019-Present
    • Head of R&D at DCA.
  • 2018-2019
  • 2018-2018
  • 2017-2018
    • Backend developer at Delen Private Bank using Cobol, .NET and SQL among other Microsoft technologies.
  • 2016-2017
    • Doctorate in AI (Self-Adapting Computer Systems) at KU Leuven and Linnaeus University. This included a selection procedure that spanned the last few months of 2016. I however quite quickly felt it wasn’t for me. I didn’t enjoy the very theoretical work with a focus on papers rather than code.
  • 2012
    • Four month paid internship at Vanguard Games (Amsterdam, Netherlands). I worked as a programmer, mainly C# and C++, during the development of Halo: Spartan Assault and Game Gurus. Afterwards I did another two weeks as a vacation job as well.


  • 2014-2016
    • Master of Science, Applied Informatics (Major Artificial Intelligence), KU Leuven. Graduated Cum Laude with 80% for my thesis.
  • 2013-2014
    • Physics, KU Leuven, first year only. Passed all my classes but decided not to continue in favor of the applied informatics master course.
  • 2009-2012
    • DAE: Digital Arts and Entertainment (Major Game Development), Howest Kortrijk. Graduated Cum Laude.

Other Experiences

  • ABVV
    • Short internship implementing their first microservice.
  • MyMachine
    • Worked with the MyMachine initiative to create a game for hard-to-handle kids. Along with other students I worked in group to create a game based on inventions made by the children.
  • ReConnect
    • Imagine Cup 2011, Game for Windows and Games for Windows Phone 7. Finished in half finals.


  • War Systems
    • A turn-based-strategy game inspired by Advance Wars.
  • Planetoids
    • An Asteroids inspired game for Android and web, in which rocks are sliced exactly where hit with the laser.
  • Liquid
    • A water and erosion simulation running on the GPU made with Unity.
  • Risk of Thrones
    • A huge Risk board (2m²) based on the Game of Thrones world.
  • Pokédex
    • A simple web Pokédex showing type-advantages made in Elm.

Main skills

  • Programming
    • Object Oriented programming
    • Functional programming
    • Algorithms, game logic
  • Design
    • OO design patterns, proper class design
  • Unity 3D
    • Fast prototyping
    • C# game logic scripting

Programming Languages

  • C#
    • 6+ years of experience*
    • LINQ, polymorphism, interfaces, …
    • Game programming
    • Mainly in Unity
    • Application development
  • SQL
    • 2+ years of experience*
  • Java
    • 2 years of experience*
    • Main language during master studies
  • C++
    • 3 years of experience*
    • Main language during DAE studies
    • Hasn’t seen much use since finishing my bachelor degree
  • Haskell
    • Some experience during master studies
  • Elm
    • Some experience during master studies and preferred over js in personal projects
  • Other
    • Python, Git, Rust, Javascript, HTML, CSS, C, XML, Azure, AWS, Prolog, Android, Lua, MySQL, SQL Server, …

* Combined from work, university and most of my spare time

Minor skills

  • Photoshop
    • Texturing (diffuse, specular, glossiness, normal maps)
    • General photo and image editing
  • Blender
    • 3D modeling
    • 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

Check out my cv.

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.


Our entry for Imagine Cup 2011

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 half-finales.

ReConnect was developed in about four months, from nothing to concept to fully playable game and this while still having a lot of other school-work to do. Since ReConnect was our entry for the Imagine Cup 2011 it was made with XNA for Microsof Windows.

Read a bit more about the project here or download the current build here.

Other ProjectsOther Projects

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.


Liquid is a water and erosion simulation in Unity. The latest version runs entirely on the GPU for a very fast simulation, though still requires a proper graphics card. Check it out here.

An older version ran on the CPU, but was fully multithreaded so it ran very smooth. Check out my Reddit post for some more information.


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.



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