Tom Looman is a game programmer and educator with 17+ years working in C++ and Unreal Engine across AAA studios, Epic Games, and indie projects, and over a decade of creating highly regarded Unreal tutorials. As co-founder of LODZERO he consults on engine performance and gameplay across PC and console platforms, and has shipped work on titles like The Talos Principle 2 and Deliver Us Mars. He teaches professional UE5 training for studios, ran a Stanford course on C++ game development, and maintains popular open-source Unreal projects such as ActionRoguelike and EpicSurvivalGame. Known for deep expertise in graphics, shader programming, and performance optimization, he blends practical production experience with clear technical teaching that helps teams and developers level up. An Amsterdam-based practitioner, he often surfaces optimization techniques and engine workflows that are not obvious from game code alone.
11 years of coding experience
3 years of employment as a software developer
Bachelor of Arts (BA), Game Design & Development, Bachelor of Arts (BA), Game Design & Development at HKU (Hogeschool voor de Kunsten Utrecht)
Engineering Design & innovation, Engineering Design & innovation at Amsterdam University of Applied Sciences
Contributions:1 release, 12 commits, 6 PRs in 3 years
Contributions summary:Tom primarily contributed to the development of a first-person shooter (FPS) template for Unreal Engine 4. Their work included upgrading the project to a newer version of the engine and making gameplay enhancements. These improvements consisted of modifying the projectile behavior by adding a splash effect and adjusting the direction, along with adding visual effects and camera shakes.
Third-person Action Roguelike made in Unreal Engine C++. Project for Unreal Engine C++ Course & Stanford University
Role in this project:
Game Developer (Unreal Engine)
Contributions:112 commits, 7 PRs, 232 pushes in 1 year 11 months
Contributions summary:Tom appears to be contributing to the development of a third-person action roguelike game built in Unreal Engine. Their initial commits focused on setting up the basic project structure and creating the core components. Subsequent commits involved integrating example content, implementing character movement and input, and adding basic gameplay features like a projectile attack system, interaction mechanics, and a basic UI. The user also made further code additions, which demonstrated work on a level based gameplay.
gametrainingc-projectstanford-courseunreal-engine
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