Lasse Broekstra

About Me

Hello, I'm Lasse—a third-year programming student at the Breda University of Applied Sciences (BUAS) specializing in engine, tools, and CI/CD pipeline development. My work focuses on designing user-friendly, scalable systems that adapt seamlessly to evolving requirements. Quick to embrace new skills and challenges, I’m driven to innovate and continuously improve in the dynamic field of software development.

Projects & Skills

Dynamic Geometry Zones Inspired by Skyward Sword's Timegates

An Unreal Engine plugin inspired by Skyward Sword's time-shift zones, enabling dynamic geometry transitions within specific areas.

  • Area-based geometry swapping with seamless real-time transitions
  • Automatic mesh updates when objects enter or exit the zone
  • Supports variable number of materials
  • Fully contained as a standalone plugin for easy integration
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Small demo showcasing what is possible with the plugin

Static Reflection System (Unreal‑style)

A header‑only C++ reflection tool that leverages Clang to discover annotated symbols, automatically generating boilerplate—serialization, registration, metadata, and more—so you can focus on game logic, not plumbing.

  • Unreal‑style macros to expose classes, functions, and properties with zero runtime cost
  • Header‑only design: annotations compile out to nothing when reflection isn’t needed
  • Clang‑powered parsing for 100% accurate symbol extraction
  • Scriptable code‑generation pipeline for fully customizable output
  • Cross‑platform support (MSVC, GCC, Clang) and easy CMake/MSBuild integration
  • Extensible via macro parameters: filter, rename, group, or attach metadata
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Katharsi — Puzzle Adventure in a Corrupted Byzantine Cathedral

Katharsi is an atmospheric 3D puzzle‑adventure set in a corrupted Byzantine cathedral. Explore ever‑shifting architecture, manipulate intricate environmental puzzles, and piece together a haunting narrative of loss and redemption. Currently, in active development by a 15‑student capstone team at BUAS, Katharsi is being built for Steam and Steam Deck.

  • Automated Jenkins CI/CD pipeline for builds and automated tests
  • Full Steam Input API integration (gamepad, keyboard/mouse and custom controller mappings)
  • Cross‑platform packaging and automated Steam depot uploads
  • Automated smoke‑tests and dependency management
  • Active development of core gameplay mechanics and environmental puzzles
  • Released a playable Steam demo to gather community feedback and guide iteration
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Steam Input API Plugin for Unreal Engine

A drop‑in Unreal Engine plugin that replaces the built‑in Steam Input support, integrating Steam’s full input stack seamlessly with Unreal’s Enhanced Input and Slate UI systems.

  • Zero‑boilerplate Steam Input: register any input action once, and it’s automatically exposed as an Enhanced Input key throughout your project.
  • Full device coverage: buttons, triggers, joysticks, trackpads, simulated mouse—and everything Steam supports.
  • Native Slate bindings: map Steam Input actions directly to Slate events, no workaround hacks required.
  • Graceful fallback: if Steam Input is disabled, all other input systems continue to work unaffected.
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