SOFTWARE DEVELOPER

ANCA-GABRIELA CUSTURĂ

Hello World! I’m Anca, a game engineering student based in the Netherlands, passionate about building interactive experiences and bringing ideas to life through code. Check out my projects below.


INTERNSHIP

Software Developer Intern @Letink Design

Letink Design is a company that develops tailored digital solutions with a strong focus on 3D technologies, ranging from interactive product portfolios to full-scale virtual showrooms. Working in such a creative and technically diverse environment gave me the opportunity to explore both software engineering and visual design in real production contexts.
My time at Letink Design was a hands-on journey where I focused on building Unity and Angular applications, conducted technical research in the R&D department, all while learning from industry professionals. This experience helped me discover how much I enjoy combining creativity and problem-solving in software development.

GAMEJAM 2025

ArtEZ MediaMusic/Saxion CMGT

During the 3-day ArtEZ × Saxion game jam, I collaborated with music production students to create a 3D horror experience set on an abandoned spaceship. I focused on programming the gameplay systems and timed minigames, while integrating the custom ambient sounds and music composed by our ArtEZ teammates.
This project was a great opportunity to step outside the usual game development bubble and learn how sound design and music production shape player experience, which really broadened my perspective on creative collaboration.

PROJECTS

University Projects

Throughout my studies, I worked on a wide range of projects that allowed me to explore different game engines, programming languages, and development environments.
I took on various roles within team settings, from gameplay programmer to scrum master, learning how to adapt to different workflows and methodologies.
These experiences helped me strengthen my technical foundation, improve my collaboration skills, and better understand how creative ideas turn into functional, interactive products.



© Anca-Gabriela Custură. All rights reserved.


PROJECTS

Cyberpunk Procedural Generation

Procedurally generated cyberpunk cityscape created with Unity (C#) using noise-based algorithms for building placement, modular architecture, and dynamic emission shaders.
Includes custom Unity Editor tools, URP post-processing stack, and runtime regeneration for real-time city variation.

Woodland Dash

Local multiplayer 3D racing game built in Unity (C#) featuring split-screen gameplay, character ability systems, and environment interactions.
Includes controller input handling, custom shaders (water, wind, skybox), and URP-based VFX for dynamic lighting and particle effects.

Collider Performance Evaluation

Physics evaluation tool in Unity (C#) designed to analyze and visualize collision events for accurate physical interaction testing.
Implements runtime collision detection, impact data logging, and custom editor visualisation tools to assist in fine-tuning object physics and hit registration systems.

Mythical Garden

Augmented reality exploration game developed in Unity (C#) with Vuforia Engine and GPS tracking.
Implements live location systems, inventory and growth management, and a three-stage plant evolution system rendered in AR environments.

OpenGL & GLSL Shader Programming

A sequence of assignments focused on graphics programming in C++ and GLSL.
Explored the OpenGL rendering pipeline through procedural texture generation, transformation hierarchies, and real-time lighting using the ADS model.
Concluded with a terrain rendering demo leveraging vertex displacement and multi-layer texturing via height and splat maps.

Culture Whispers

Open-world language learning adventure in Unity (C#) with Ink integration for branching dialogues.
Implements player movement and camera control, scene and quest management, and an NPC dialogue-driven task system for narrative progression.



© Anca-Gabriela Custură. All rights reserved.


Software Developer Intern @Letink Design

CLIENT

AMF Product Portfolio & Private Distribution Platform

This project was my introduction to Letink Design’s internal Unity framework used for creating interactive product portfolios. My initial task was to recreate the AMF portfolio application by setting up screen connections, integrating prefabs, and aligning the visual layout with the UI/UX guidelines. Through this, I learned to approach Unity from a tool-development perspective rather than a game-oriented one.
Later, I contributed to an updated version of the project that introduced a private distribution feature connected to Letink’s servers. I was responsible for implementing the user interface and supporting the integration of client media assets.
Working closely with my coach helped me understand the importance of structure, consistency, and communication in professional Unity development.

CLIENT

Bosjongs Virtual Tour

Before starting this client project, I completed a two-week Udemy course to learn the Angular framework from scratch. This gave me a solid understanding of components, services, dependency injection, and modular project structures, which became essential during development.
The Bosjongs project was my first client assignment using Angular, where I built an interactive 360° virtual tour based on the company's existing framework. I worked independently through all stages (from planning and prototyping to development and deployment) implementing UI layouts, linear scene navigation, a custom audio player, and a user-inactivity feature.
Applying the concepts I had just learned made the experience both challenging and rewarding, as I could see the direct impact of my growing technical skills in a real client product. It helped me strengthen my planning and problem-solving abilities and gave me confidence in delivering complete, functional web applications.

Video

RESEARCH & DEVELOPMENT

Visualising Liquids in Real Time

This project represented one of the most technically complex and research-driven assignments of my internship. The goal was to explore and implement techniques for real-time liquid visualisation within Unity’s Universal Render Pipeline. I structured the work into two main phases, static and flowing liquids, to ensure both a clear workflow and a working prototype within the given timeframe.
In the first stage, I focused on static liquids by creating a custom water shader using Shader Graph. Since I had no prior experience with this tool, the process was challenging at the start, as I learned how to balance visual fidelity with performance.
Once the shader was complete, I shifted my attention to simulating flowing liquids, designing a node-based system that used graph networks to define fluid trajectories. This approach offered a flexible, artist-friendly solution and laid the foundation for future integration into the company’s projects.
This project deepened my understanding of shaders, rendering pipelines, and R&D workflows, while also teaching me how to structure complex technical research within a production context.

RESEARCH & DEVELOPMENT

Automating Installer

This project focused on creating a custom, reusable installer template for Letink Design’s Unity-based applications. I began by researching available installer tools and ultimately chose NSIS (Nullsoft Scriptable Install System) for its flexibility and customisation options. After learning the scripting language, I developed an installer that integrated Letink Design’s branding and automated the setup process for future Unity builds.
It was a fun and engaging assignment that allowed me to explore a completely new scripting language, while improving my problem-solving skills and understanding of software deployment and automation.

Video

RESEARCH & DEVELOPMENT

Animating Wavy Lines

This experimental project explored recreating smooth, animated wavy lines for a client’s homepage using Three.js and GLSL shaders. The goal was to replace a static image with a lightweight, real-time animation that preserved the original aesthetic while optimising performance for web use.
I created a custom noise-based shader to simulate organic wave motion and implemented it within a modular Three.js setup, allowing easy adjustment of parameters such as amplitude, color, speed, and camera angle.
The result was a seamless animation that felt natural and visually consistent without affecting load times. This assignment allowed me to combine creativity with technical experimentation, strengthening my understanding of shader programming and real-time rendering for the web.


© Anca-Gabriela Custură. All rights reserved.