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This is my most recent game that I developed by myself. It was for a school assignment but since the requirements were that it needed to be developed with the unity engine and that you needed to track your design descisions inside of a blog, I treat it as a game I made for myself.

This game is a top down shooter roguelike. I wanted to make a roguelike, were you had more control over the upgrades that you got during a session. Turns out that it makes your game stale since you have no variety and randomness keeps it interesting. When I have the time I would like to return to this game and finish it. More details about this are on my blog right here.

Super Mega Death Dodgeball

This is another school project made with other students. In this project, groups were made up of students ranging from all the different HBO-ICT focused educations that the University of Aplied Sciences of Amsterdam offers. This project had companies which the schools had close ties with, act as clients which we had to build software for. I got lucky and I got to work with the company Blender. The assignment was to make a game in the Blender Game Engine (which I did not know existed before the assignment). Blender asked that we delivered an online multiplayer game, which kids could use to learn from and afterwards make their own game (or modify ours) in the Blender Game Engine.

In this project I had my first experience with GIT (which I am now very comfortable with), and networking. These were both great challenges which I almost conquered. I was unfortunate to have struck some bad luck with getting grouped with team mates who were not interested in game development at all. This is not a problem on it's own ofcourse. It is not suited for everybody. Yet every task that could have been done by them that did not have much to do with game development were shoved over to me (networking).

Since I did not know how to make software that could be played by multiple people online and that I had to develop it in Python (a language I was completely new to) it took a while before I got the software running. In the end, it did work. Sadly, since I had invested so much time in trying to get the network running, I had hardly time left for the other tasks that needed to be done. I hate to blame other people for shortcomings from projects that I worked on, but this assignment was simply to big to do the work of 4 people on my own. This meant that the end product is a game that is clearly in very early development stages.

Maybe I'll remake this game in the future since I still like the concept (Super Smash Bros. mixed with dodgeball), but I have no desire to return to this version. The project brings memories of a really tiring project group that I would like to forget. Despite all this, I am very happy with the things I learned during this project about SCRUM, GIT and networking.

The Light in the Darkness

This is a game I made with some friends at the global game jam of 2017. The theme of this jam was:"waves". After some brainstorming we decided that an idea with radio waves should be really interesting. In this game you are a submarine that is exploring a cave system, but it is so dark that you can only see about half a cm around your ship. You have a button that sends out a radio wave around you, that highlights all the dangerous objects, but it also alerts enemies. We did not have a lot of experience and I basically coded the entire game with one other friend. Two other teammates drew all the art.

The game did not turn out very interesting. It has a lot of design problems and most of the time the player stares at a black screen. However, I remember my first game jam very fondly. This intense feeling of trying to do as much as you possibly can is weirdly enough something that I enjoyed.

Airmadillo

This is the first game I made with other people. It was a school assignment which had to be made with processing3 and written in Javascript. We worked really hard and we actually had a game that had very few bugs and also did not look half bad for my second game ever. Since processing is not actually a game engine and more like a sketchbook, we had to manage our own game loops really well which was a huge pain but a good excersice for developing a understanding in programming.

Looking at what we managed to do with such little experience shows huge determination and passion. If I look at it now objectively the game is very shallow, has balancing issues and is way to simple to engage a player for longer than 2 minutes, but I still like it. Everything was made from scratch.