
DANIEL BELLIDO

STAGE3DX

Project Outline
STAGE3DX is an educational Game Engine, a lightweight, modular C++ / DirectX 12 framework designed to showcase modern real-time rendering fundamentals through a clean, production-minded architecture.
The project provides an editor-style workflow powered by ImGui, enabling interactive scene inspection and manipulation. Performance and iteration speed were key goals. A custom Ring Buffer allocator on an upload heap streamlines dynamic GPU data updates, reducing overhead and avoiding unnecessary resource churn. Rendering features are implemented end-to-end in HLSL, including a feature-complete lighting exercise showcasing directional, point, and spot lights, plus material controls suitable for real-time look development.
The engine also includes a practical asset layer with glTF loading (Model/Mesh/Material) to validate the pipeline with real content, alongside debug visualization modes that accelerate troubleshooting and verification. The result is an engine framework that not only demonstrates solid DX12 competency, but also communicates a tooling mindset: modular systems, editor integration, and scalable rendering features designed for growth.
About this project
The STAGE3DX Engine is developed within the Advanced Programming for AAA Video Games Master’s program at UPC and is now evolving into the technical base for our AAA-style prototype, “Bound by Death”—a production developed by a team of 18, targeting a playable milestone in October 2026.
My contribution spans multiple disciplines. As an Engine Programmer, I extend and maintain core systems and the DX12 rendering foundation. As a Technical Artist, I bridge art and code by improving shader/material workflows and building practical tooling for content creation. As a Level Designer, I greybox playable spaces, set up encounters, and iterate on pacing, readability, and traversal.
My role
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Engine Programmer
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Gameplay Programmer
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Technical Artist
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Level Designer
Documentation
Repository
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