Develop environment: Unity
Languages/libraries: C#, SteamVR
Product owner: Bartiméus

Pupilletjes is a serious Virtual Reality game. In the game you step into
the shoes of an eye researcher. Aliens have crashlanded into a pond and
need your help to get out! You fish aliens out of the water and in
exchange, the player performs eye examinations on the aliens. When the
aliens are on land, they start building several structures for all their
party needs.

Puppiletjes is a game designed for young adults with rare visual disorders. The game is stationed at Bartiméus.
Bartiméus is a diagnostic center specialized in rare visual disorders.
Bartiméus offers a wide range of research, diagnostics and treatments
throughout the Netherlands. They also have their own schools, housing
facilities and forms of daytime activities. Children and adults alike
can be very tense when visiting Bartiméus, since they often already have
already undergone a (often lengthy) process at a regular hospital.
Bartiméus wanted to have a game where this tension can be relieved a
little, and is very happy with the end result.

It is the first project where I also work on 3d models and animation.



Develop environment: web-application
Languages/libraries: Typescript, NodeJs, Webpack
Product owner: MCW Creative Agency

This is a prototype for a game that I designed and coded at my internship at MCW creative agency. It is a cooperative web-app game where a group of young teenagers complete mini games as fast as possible.

Mini games that the player is not currently playing, fly across the screen and fill a bar at the top. If this bar is filled the game is over for every player. Players can pass the mini game that they are currently playing to other players in the room. This results in a hectic experience where players have to communicate and work together to spread out the tasks among each other while staying focused enough on their personal tasks.

It was completely built from scratch without any html5 game engine and uses NodeJs as server back end with websocket communication. It also runs on a Raspberry Pi 4.

Unexplored 2
Neural Network

Develop environment: .NET, Unity
Languages/libraries: C#, Python, Keras, LudoScope
Product owner: Ludomotion

This is a roguelike game where if you die, the world stays the same and events the player caused will be remembered for the next playthrough.
This game is still in development and in open acces.
The developers wanted to know if machine learning could be applied to improve their custom build level generation algorithm. My fellow students and I analysed their code and gave a detailed report and possible implementations.
For more information about unexplored 2, click here.

Soccer Nations Battle

Develop environment: Unity
Languages/libraries: C#
Product owner: Virtual Play

This is a game I worked on at my internship at Virtual Play. First I updated a mobile game with a lot of deprecated code from 4 years ago to make it playable again. Afterwards I ported it to the Windows platform and rebuild the platformer to a casual competitive multiplayer game. I helped release the game on steam and helped promote the game at INDIGOx.

Virtual Reality

Develop environment: Unity
Languages/libraries: C#

This is a personal project I am currently working on.

Virtual Reality (VR) is a fascinating technology. A recurring problem with VR is inexperienced users often experience severe motion sickness while using the technology. One of these triggers that can cause motion sickness is when the user is teleported in the virtual space. This is needed when a user wants to travel to a spot in the virtual space that the physical play space does not allow.
When utilizing Non-Euclidean space, the environment gets teleported to the player instead of the other way around. Less vomit, more VR fun!

Grappling DOOM

Develop environment: Unreal Engine 4
Languages/libraries: C++

This is a high paced arena shooter where you move around like Spiderman.

The game has random level generation and it is my first project in the Unreal Engine (UE). Since this project was a school assignment we had a limitation forced on us that crippled productivity: using any kind of blueprint was strictly prohibited. This meant that everything had to manually be coded in c++ instead of using the visual scripting tool UE provides. UE is not build for this at all. At first, I had a lot of trouble with it, but I learned a lot and I can confidently say I have a profound understanding of UE4 and the basics of c++. We worked really hard, but at our final product review the game was just short from a state where we wanted it to be. I am currently rebuilding the game in the Unity engine and I want to release that somewhere when it is finished.

Updates for the revival of this project will come soon!

Drunken symphony

Develop environment: Unity
Languages/libraries: C#

Another gamejam game I did with friends. You play as a young adult visiting his family in another town. After a night out he comes home after curfew. He needs to complete certain objectes in minigames while avoiding other family members.

Here I programmed the minigames and the family detection system. We had a lot of ideas, but we didn’t manage our time efficiently and we ended up cutting a lot of features. I does look nice though and we had a lot of fun making it.

Be Right Back!

Develop environment: Unity
Languages/libraries: C#

This game was an assignment for a course at school. But the only requirement was that it needed to be developed with the unity engine. So I treat this as my first game developed entirely by 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 the Wall Falls

Develop environment: Unity
Languages/libraries: C#

This is a local multiplayer game that has a really interesting gameplay mechanic. There is a lizard trying to destroy all the buildings and a robot who has to protect the buildings and kill the lizard. But after a certain amount of time, the players switch characters while the game continues. Depending on how well you did, you get special abilities every time you switch characters.

While playtesting it with the team we liked it a lot and the character change mechanic really added some depth. But while playtesting it with other people they had a hard time understanding what was going on. So the whole development cycle we were trying to clearly show what was going on. While it improved, it wasn’t at a level that we liked when the project cycle was over. I did learn a lot about UI en UX while developing this. And I especially like the layout of the screen.

Tower of Power

Develop environment: Unity
Languages/libraries: C#, LudoScope

In this game you kill enemies in waves. After every wave you get an upgrade to your magic spells. We wanted to generate levels that fit the upgrades chosen by the player. In the end we chose to label these upgrades with emotions/play styles, and label certain terrain layouts with these same variables. After some refactoring, we achieved a nice result using LudoScope.

We can improve the way it generates level in the future by removing the grid structure in which it spawns terrain. It is now very obvious that the game has loaded in chunks and it doesn’t really look visually appealing. But for 2 days of work we achieved a nice result.


Develop environment: Processing3
Languages/libraries: Java

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 our huge determination and passion. If I look at it now objectively the game is very shallow, has big 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.

The Light in the Darkness

Develop environment: Game Maker 2
Languages/libraries: Game Maker Language

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.

Super Mega Death Dodgeball

Develop environment: Blender Game Engine
Languages/libraries: Python

In this project, groups were made up of students ranging from different HBO-ICT focused educations that my University offers. The assignment was to make a game in the Blender Game Engine. Blender asked that we delivered an online multiplayer game, which kids could use as a reference to learn from.

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. In this project I worked with teammates who weren’t very motivated. Because this is one of my earlier projects I learned the hard way that taking everything on yourself is not an option and the key to a great product, is teamwork.

I took on the networking task, which took me a while before I got that running. I was not only unexperienced with programming, but also the engine, language and networking itself. I learned a whole lot but the process was slow and this meant that I didn’t have a lot of time for the rest of the game. 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).