Summary
Sander Van Rossen is a Lead Platform Engineer with 18 years of experience building low-level geometry systems, editor tooling, and performance-critical features for game engines and studios. He has shipped production tech at Unity and Roblox—authoring a realtime CSG level editor, a low-level C++ geometry API exposed to Lua, and major improvements to animation and asset pipelines—while previously running indie studios that produced titles like Zombie Gunship. Known for squeezing orders-of-magnitude performance gains (e.g., a 100x terrain-editing speedup) and pragmatic data-oriented design, he blends systems-level thinking with a creator’s intuition for tooling and UX. Based in Rotterdam, he’s comfortable moving between open-source projects, game dev product teams, and stealth platform work, bringing a rare mix of engine internals, runtime optimization, and shipped game experience.
18 years of coding experience
20 years of employment as a software developer
IT / Software engineering, IT / Software engineering at Rotterdam University of Applied Sciences
Willem de Kooning Art Academy
High School Diploma, High School Diploma at Jacob van Liesveldt
Dutch, English