Hello, I'm
Software Developer
Hello! I'm Hendrik Sorensen, a Computer Engineering student at the University of Michigan with a passion for low-level software engineering and systems programming. I specialize in building complex systems from the ground up, from custom assembly languages and operating systems to high-performance graphics engines.
My experience spans multiple domains: I've developed a complete x86-64 Unix-like operating system with process management and memory allocation, created a custom assembly language with compiler toolchain, built a real-time raytraced voxel engine in Vulkan, and contributed to aerospace software at Jovian Software Consulting. I'm particularly drawn to projects that challenge me to understand systems at their fundamental level.
I thrive in environments that require deep technical knowledge and creative problem-solving. Whether it's implementing AR/VR applications for HoloLens 2, optimizing graphics pipelines, or designing low-level system architectures, I enjoy pushing the boundaries of what's possible with code.
Bachelor of Science in Computer Engineering
2024 - 2028
Jovian Software Consulting
Grand Rapids, MI
Summer 2022; Summer 2023 – Fall 2024; Summer 2025
Contributed to the August 2025 release of TSDK 2.0, a free aerospace data modeling platform designed to replace CAMEO Workbench for government use. Refactored and unified diagram generation in GoJS, simplifying code and reducing duplication. Improved diagram editing UX and performance in a React + MUI desktop app built with Electron. Wrote end-to-end tests in Playwright and resolved critical bugs.
Rebuilt an AR mission planning tool in Unreal Engine (C++) for Hololens 2, replacing a Unity prototype. Implemented terrain rendering with Blender assets, terrain locking in AR, and live vehicle positioning via raycasting and real-time packet streaming for live updates.
Prototyped two AR applications for HoloLens 2 using Unity:
A simple assembly language created for Linux with custom compiler and toolchain supporting custom instructions and optimizations.
A custom raytraced voxel engine created in Vulkan with real-time lighting, physics, and procedural generation capabilities.
A simple, but high performing x86-64 Unix Operating System with a Basic Shell, C Standard Library, Process and Memory Management, and More.