About & Vision

Systems Engineer, Game Developer & CS Student based in the Netherlands.

Rabbi Mirza

Current Status

Available for Hire

Actively seeking an Internship or Junior Developer position at a game development studio.

Get In Touch

Hi, I'm Rabbi.

I'm a third-year Technical Computer Science student at the University of Twente in the Netherlands. I spend most of my time building games, optimizing low-level engine systems, and messing around with networking architecture.

I've been programming for several years, slowly gravitating from high-level game logic down to the nuts and bolts of how engines actually tick. For me, the sweet spot is where solid software engineering meets the creative chaos of game development. I like making things that don't just look good, but run beautifully under the hood - whether that means packing network states into binary buffers to cut down latency, or writing custom continuation-passing spell engines.

My Vision & Career Goals

While you might know me by my online handles Stellar or StellarDev, offline I am actively looking for an internship or a junior job position at a game dev studio or company.

My ultimate goal is to collaborate with ambitious, forward-thinking teams to work on projects that take risks with gameplay mechanics and require serious technical rigor to pull off. I lean heavily into object-oriented architecture and strict composition to ensure the codebases I touch are maintainable, bug-free, and highly scalable.

My Toolbelt

I don't believe in being tied to one specific tool, but over the years I've developed deep expertise in a few core areas:

  • Primary Stack: I know Luau incredibly well, specifically writing strict-mode (--!strict), JIT-optimized code, and handling custom binary serialization.
  • General Engineering: Highly proficient in Java, Python, and C# for general software engineering, tool-building, and modular backend/game logic.
  • Low-Level & Functional: Solid working knowledge of C and C++ for when I need to get close to the metal with pointer math and memory management. I've also spent time writing Haskell, which heavily shaped how I approach functional paradigms and type safety.
  • 3D Art & Animation: Experienced with Blender for creating game-ready assets, including 3D modeling, rigging, and basic animation workflows.
  • Management & Teamwork: Strong understanding of Agile methodologies (specifically SCRUM) and effective team collaboration, acquired and practiced throughout my university software engineering modules.

Academic Background

Studying at the University of Twente (B-TCS program) has provided the theoretical grounding I apply to my personal projects. While most of my practical experience comes from game engines and networking, my core computer science coursework gave me a broad understanding of Software Engineering, Network Systems, Discrete Mathematics, Security, Databases, and Embedded Systems.

Creative Technology (Interactive Media Minor)

Alongside my CS degree, I completed a minor focusing heavily on the intersection of technology and design. This covered 2D/3D graphics, animation, sound engineering, and XR development. It culminated in an intensive University Game Jam, which is where my team and I built our award-winning game, OSOM.

For a full breakdown of my degree structure, you can consult the UTwente B-TCS curriculum online.