My name is Evann Jacquot, and I’m currently studying programming at ArtFX in Montpellier! I’m particularly interested in engine programming, but since I’m a curious person, I also enjoy working on projects focused on graphics and game programming.
On a more personal note, in my free time I enjoy lots of sports, such as surfing, rowing, and rock climbing! I also really love theater and movies.
Zepphyrus is a 3D game engine developed in C++ as part of a personal and academic project. It is based on an Actor-Component architecture and incorporates OpenGL for rendering, Bullet3 for physics, and a scene editor using ImGui.
in Brief :
🎥 OpenGL Renderer
🧩 Actor-Component
🛠️ Simple Editor
The objective of Zephyrus is to serve both as a technical sandbox for experimenting with advanced concepts (rendering, architecture, systems) and as a small foundation for simple 3D games in the mid-term.
Type : Personal and academic project
Engine : C++, OpenGL, SDL2, Bullet
Number of people : 1
When: February 2025 - Today
✨ Core Features
🎥 OpenGL Renderer: Uses the OpenGL rendering pipeline.
⌨️ Input System: Managed via GLFW3.
🧾 HUD System & Text Renderer: Integrated UI and text rendering.
🪐 3D Physics: Powered by Bullet Physics 3.2.
🧩 Actor-Component Architecture: Flexible and modular entity management.
🛠️ Simple Editor: Tools to create and modify scenes in real-time.
💾 Load / Save: Serialization of maps, actor prefabs, and materials using JSON.
🎳 Small Bowling: A simple bowling game simulation.
🔫 Small Doom: A recreation of the original Doom gameplay mechanics.
🌍 Small Planets: Small planet generation using tessellation and geometry shaders.
🚀 Small The Descent: Integrate a material system to experiment with various parameters.
Minecraft Procedural Generation Project🌍
This C++ project using OpenGL, GLFW3, and Glad recreates a procedural voxel terrain inspired by Minecraft. The world is divided into chunks, with each chunk generated dynamically as the player moves. The system optimizes generation and rendering by creating only the visible faces of the chunks, while still including elements such as biomes, terrain, and foliage.
Type : Personal project
What : All aspects except textures
Engine : C++, OpenGl, GLFW3
Number of people : 1
When : January 2025 - June 2025
Chunk Loading/Unloading 🧩: Chunks are dynamically loaded or unloaded based on the camera's position, enabling a dynamic world without memory overhead.
Frustum Culling 👁️: Only the parts of the world visible to the camera are rendered, which improves performance.
Biomes 🌵🏔️: Two biomes are available: desert and mountains.
Procedural Terrain 🌄: The terrain is generated using Perlin Noise, creating natural variations in the landscape.
Foliage 🌿: Some vegetation is added to the terrain to make the environment feel more alive.
Mesh Optimization 🏗️: Each chunk uses a single mesh, and only visible faces are generated, thereby reducing the number of vertices and improving performance.
Grass Wind Simulation Project 💨
To gain a deeper understanding of how OpenGL and shaders work, I set myself the challenge of creating a simple wind and grass simulation. For this project, I started with the same foundation as my Voxel World. The world is divided into grass chunks, each of which uses instancing to create the blades of grass. All the animation is handled directly in the grass’s vertex shader.
Type : Personal project
What : All aspects
Engine : C++, OpenGl, GLFW3
Number of people : 1
When : February 2025 - March 2025
Animation 🎞️: Noise calculation and vertex rotation performed directly in the vertex shader
Frustum Culling 👁️: Only the parts of the world visible to the camera are rendered, which improves performance.
Optimization 🏗️: Each strand is spawned using OpenGL instantiation, allowing for a large number of strands on screen without any lag
Light effect ☀️: The strands react slightly to light, which is actually a filter applied based on the normal and the direction of the light.
Echoes of Erebus🎮
Echoes of Erebus is a small game developed during a game design workshop. The goal of the workshop was for teams of four (two game designers, two programmers) to create a highly scalable quest system using the Unreal Engine.
Type : Class project
Engine : UE5
Number of people : 4
When : April 2025 - May 2025
Quest System ✅: Easy configuration via Data Assets
Dialogue System 💬: Conditional dialogues with multiple-choice responses
Interaction System 🎮: Interaction detection via collision and input
Inventory System 🎒: Collecting and using items
Projet by :
Anthony Boll – Game Designer / Level Designer
Mathias Lust – Game Designer / Level Designer
Evann Jacquot - Programmer
Mathys Hymon - Programmer
Voice actors :
Sacha Lignon - Hadrian
Karris Webb - Ava
Mathias Lust - Hadrian's father
Asset pack :
Rocky Swampy Planet - JessyStorm
Super Bubble Mania 🎮
Super Bubble Mania is a video game developed during the 2025 Global Game Jam. This year’s theme was “bubble.” It’s a local multiplayer game featuring split-screen gameplay. The goal is to reach the end of the course before your opponent. The game also includes a single-player mode so you can practice on your own! For this project, I collaborated with a team of 8 people and primarily worked on the UI and game mechanics, among other things.
Type : Gamjam project
Engine : UE5
Number of people : 9
When : January 2025
Anthony Boll - Game Designer
Mattéo Liégeois - Game Designer
Mathys Hymon - Programmer
Evann Jacquot - Programmer
Paul Bibiloni - Artist
Tyna De Almeida - Artist
Timothée Hontoir - Artist
Ekaterina Rogozina - Artist
Blouflin - Compositor
Empire 🎮
Empire is a prototype for a peer-to-peer multiplayer game. It is a personal project I created for a course assignment. The goal of the game is to collect resources—wood and stone—with friends in order to build a small village. I really enjoyed working on replication and tackling the challenges involved in designing multiplayer games, such as—in my project—preventing a house from being built if a player is in the area!
Type : Class project
Engine : UE5
Number of people : 1
When : February 2025 - March 2025
Object spawning (in addition to players)🚀:
🏠 Houses
Dynamic objects 🔄 :
🌳 Falling trees
⛰️ Rocks and trees with disappearance animations
Player-environment interaction🏗️:
⚠️ Trigger Warning: A warning appears asking players to leave the area when a house spawns.
🪓 Harvesting Feedback: When a player cuts down a tree or breaks a rock, all players see a progress bar 🕒
⛲ Well: The well is used to change the username and its color
Save system💾:
📦 Data saved between sessions:
Amount of stone and wood 🪵🪨
Houses built 🏡
Rise of Wukong 🎮
Rise of Wukong is a school project developed by a group of 19 people over the course of three weeks. The goal of this project was to create a small 2.5D platformer. On this project, I primarily worked on game physics, implementing feedback, and player movement.
Type : Class project
Engine : UE5
Number of people : 19
When : May 2024 - June 2024
Anthony Boll - Lead Game Designer
Karris Webb - Lead Level Design Lead
Sacha Lignon - Level Designers
Claire Benes - Lead Programmer
Mathys Hymon - Programmer
Evann Jacquot - Programmer
Gabriel Douce-Casagrande - Game Art Lead
Laura Kalife - Game Art Lead
Philippe Pujol - Texture/Character Artist
Afonso Pinto Leite - Rigger and Animator
Adrian Michel - Rigger and Animator
Matéo Million - Props/Texture Artists
Tyna De Almeida - Environment/Texture Artist
Chloé Bermejo - Environment Artist
Victoire Manchon - Environment Artists/lightning & UI
Charlotte Paraire - Environment/Texture Artist
Samuel Severy - Environment Artist
Lena Gordet - Environment/Texture Artist
Axel Coulan - VFX Artist
Sacha Lignon - Compositor
Ghosts'N Zombies 🎮
You’ve probably all heard of the legendary game Ghosts’N Goblins! The goal of this school project was to remake that game in 3D. Over the course of a month, with a team of 21 people, we created Ghosts’N Zombies! On this project, I mainly worked on the UI, the weapon system, the enemy behavior tree, and optimization.
Type : Class project
Engine : UE5
Number of people : 26
When : December 2024
LIGNON Sacha - Producer
BERMEJO Chloé - Producer
LIGNON Sacha - Level Designer
LIÉGEOIS Mattéo - Level Designer
LUST Mathias - Lead Game Designer
PEROT Mathis - Game Designer
HYMON Mathys - Lead Programmer
JACQUOT Evann - Programmer
LAHANA Enzo - Programmer
SERGUEEV Max - Programmer
BERMEJO Chloé - Environment Artist / Texture Artist
COULAN Axel - Lead Artist / VFX Artist / Texture Artist
SEVERY Samuel - VFX Artist
MILLION Matéo - Props Artist
DE ALMEIDA Tyna - Props Artist
DANKO Julie - Props Artist
MERCET Eloan - Hard Surface Artist / Light Artist
CADAUREILLE Matys - Environment Artist / Texture Artist
ROGOZINA Ekaterina - Chara Artist
DOUCE-CASAGRANDE Gabriel - Chara Artist
PUJOL Philippe - Chara Artist
KADYROVA Iana - Chara Artist / UI-UX Artist
ALAM Céline - Props Artist / UI-UX Artist
SOUAL Archibald - Animator 3D
LOPEZ CARAVINA Laura - Animator 3D
VEYRIER Eliott - Composer
DIOP Mattéo - Flautist/Organist
LE GOFF Arthur - Voice Actor
Cat'Aclysm 🎮
Cat'Aclysm is a small game created during the 2024 Global Game Jam, where the theme was “Make Me Laugh.” This small project allowed me to improve my knowledge of the Unity engine, its physics, and its UI, as I worked on the game system, the UI, the physics of the ball and the objects it hits, and more.
Type : Gamjam project
Engine : Unity
Number of people : 8
When : January 2024
Karris Webb - Game Designer
Evann Jacquot - Programmer
Anthony Boll - Programmer
Axel Coulan - VFX Artist
Timothée Hontoir - 3D Artist
Etienne Magous - 3D/2D Artist
Laura Kalife - 3D Artist
Trik0nut - 3D Artist
Hostile 🎮
🎮Hostile is a small 2D platformer game developed during a two-week school project. It was my first major project as part of a multidisciplinary team. Through this project, I learned a great deal: how to avoid over-scoping, how to work in an organized team, and how to communicate with my colleagues to improve productivity, among other things.
On this project, I worked on the UI, player movement, and game physics!
Type : Class project
Engine : Unity
Number of people : 21
When : December 2023