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

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

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

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.
