Game & engine programmer

Hello, I am Luai Omer, aka Lasovar.

I'm a game development programming student who loves the part of games players never see — engines, editors and tools. Right now I'm working on BANX, an upcoming game on Steam, and building my own C++ engine, Quelos.

// hello.cpp — no exceptions, no excuses#include "Quelos/Engine.hpp"struct Developer {    std::string_view name  = "Luai Omer";    std::string_view alias = "Lasovar";    std::array focus { "engines", "tools", "games" };};int main() noexcept {    flecs::world world;    world.entity("Lasovar").set(Developer{});    return Quelos::Run(world);}

No. 01 · now playing

A hand-animated action-adventure set in a solar-punk world.

Play as BANX, a hero who fights with a balloon as his weapon… and head? Fast, free-flow combat against hundreds of enemies, an epic cast of bosses, and a dense, vertical city to bounce through. It's the game I'm working on right now.

  • Free-flow combat
  • Hundreds of enemies
  • Epic bosses
  • Vertical city
studio
Uni Dreams
platforms
PC, PlayStation, Xbox
release
To be announced
BANX key art: the balloon-headed hero mid-punch, surrounded by the game's colourful cast

No. 02 · about

About me

Programmer by trade, engine nerd by choice.

Who I am

I'm Luai — online I go by Lasovar. I'm a game development programming student, and the part of game development I enjoy most is the part players never see: engine architecture, rendering, tooling, and the editor workflows that make everyone else on a team faster.

Right now I'm working on BANX, an upcoming hand-animated action-adventure on Steam. Alongside it I'm building Quelos, a cross-platform C++ engine and editor, from scratch, and I prototype gameplay in Unity and join game jams.

What I care about

Editors should be fast. A lot of engines treat the editor as “just a tool”, but it's where developers spend most of their day. I don't want to stare at a screen for five minutes waiting for code to compile or assets to reimport.

Tools are for the whole team. A game isn't made only by programmers. Level designers and artists need workflows with as little friction as possible — visual scripting that compiles to native code, version-control-friendly scenes, and file locking right inside the editor.

Timeline

  1. The Handbook · GMTK Game Jam 2022

    A dark, dice-driven metroidvania made in Unity with a team of five.

  2. Catpire! · Mini Jam 118: Vampires

    Engineer and level designer on a pixel-art vampire-cat metroidvania.

  3. Ludum Dare 52

    Another jam, another game — written in C#.

  4. Ongoing

    Quelos

    Building a cross-platform C++ game engine and editor from scratch.

  5. Now

    BANX

    Working on an upcoming hand-animated action-adventure on Steam.

No. 03 · projects

Things I've built

My own engine, and a couple of game jam entries I'm proud of. (BANX gets the spotlight up top.)

The Quelos editor with a 3D scene view, hierarchy and inspector panels
Open source · MIT In development

Quelos

A cross-platform game engine focused on editor functionality and developer workflow — a fast, snappy editor that doesn't compromise the runtime's performance, or the developer's time. The editor runs on Windows, macOS and Linux.

  • C++
  • Flecs ECS
  • Diligent Engine
  • Vulkan · DX12 · DX11
  • Slang
  • daslang
Current goals
  • Reference-counted asset management
  • Asset cooking workflow
  • Fully abstract renderer backend
  • Per-API shader compilation
  • Automatic asset reimporting
  • Built-in stylized renderer
  • daslang as the core scripting language
  • Visual scripting compiled to native code
The Handbook cover art
GMTK Game Jam 2022

The Handbook

Explore a dark world in a metroidvania and navigate dramatic emotional events, each one randomized by a roll of the dice.

engine
Unity
platform
Windows
team
5 developers
Play on itch.io
Catpire! cover art showing a pixel-art vampire cat
Mini Jam 118: Vampires

Catpire!

What?? a vampire cat!?!?! A 2D pixel-art metroidvania about a cute vampire cat who hunts evil bats and drinks their blood.

engine
Unity
platform
Windows
my role
Engineer & level design
Play on itch.io

No. 04 · skills

Toolbox

The languages, libraries and tools I reach for most.

  • C++
  • C#
  • Rust
  • Odin
  • Python
  • Unity
  • Vulkan
  • JetBrains
  • Neovim
  • Git
  • Linux
  • Hyprland

Languages

  • C++
  • C#
  • Rust
  • Odin
  • Python
  • Lua
  • daslang
  • HLSL / Slang

Engine & graphics

  • Flecs (ECS)
  • Diligent Engine
  • Vulkan
  • DirectX 12 / 11
  • hlslpp
  • Dear ImGui

Tools

  • Unity
  • JetBrains Rider
  • JetBrains CLion
  • Neovim
  • CMake
  • Git
  • SQLite
  • Linux

Interests

  • Engine architecture
  • Rendering
  • Editor tooling
  • Gameplay
  • Level design

No. 05 · contact

Let's talk

Questions about my projects, a game jam team-up, or just want to talk engines? Email me, ping me on Discord, or use the form.

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