01
My degree
BSc Informatik: Games Engineering, Technical University of Munich
I studied Informatik: Games Engineering at the Technical University of Munich. Despite the name, it is a computer science degree: I took the full TUM CS curriculum, the same theory, architecture, and systems as every other informatics student, with a focus on graphics, GPU programming, and games on top.
| Area | Covered |
| Theory | Theoretical computer science · Algorithms & data structures · Discrete structures & probability |
| Software engineering | Software architecture · Software engineering · Programming across paradigms |
| Systems & data | Databases & SQL · Operating systems · Computer architecture |
| Mathematics | Analysis · Linear algebra · Statistics & probability |
| Games engineering focus | Game technology & engines · Graphical programming · Shaders · GPU programming |
02
Proof of work: A hand-built keyboard
I designed, soldered, and programmed it by hand
ZMKZephyrHand-soldered
I designed and hand-soldered the board, then wrote and flashed its firmware: layers, macros, and the layout I actually wanted. The repository carries my keymap commits against upstream ZMK.
Built
- I hand-soldered the split board: diodes, controller, switches.
- I wrote the firmware in ZMK on Zephyr: layers, hold-tap behaviour, and macros tuned to how I actually type.
- I iterated the layout in daily use; the keymap history in the repo is the record of what changed and why.
github.com/Theodmer/zmk-eyelash-corne
04
How I work
- I choose deterministic over clever: code is read more often than it is written, by me, six months later.
- I write tests on the parts that break, not on the parts that flatter.
- I document my decisions, so a team can move without me in the room.
- I keep offline as the default; a network is a feature, not a dependency.