Napkin Game Studio is the world's first smartphone game studio - it allows anyone that has a smartphone to build their own games in a matter of minutes. Napkin Game Studio is currently nominated for the HOT100 (awards for the 100 best Dutch student projects of 2013), as well as the HKU Awards 2013 nominee for Game Design & Development. Napkin was my last 6-month graduation project, as part of my Master's degree at the Utrecht School of Arts and Technology.
This game was developed for DSM (Dutch Stale Mines), one of the largest companies in the Netherlands. It will be shown at this year's edition of K2013, the world's premier trade fair for plastics and rubber. The game features 4 distinct levels with 4 different themes.
These levels feature objects that the player has to correctly combine in order to score points.
This is an epic 4-player game where players have to pull and stretch Gore, a slimy creature, towards their hungry monster. The game was developed in just under 48 hours, during the Global Game Jam 2013, where our team won third prize.
The Gore consists out of 4 spring joints with a procedural textured quad, with blinking eyes and terrified mouth
Responsible for everything tech-related (workflow, menu, game code and all prototypes)
Worked closely with the rest of the team to tweak the design and to 'find the fun'
Used regular prototyping to help us with the design
Killzone 2 is a first-person shooter, first released on the PS3 in 2009. During my year-long level design internship in 2008, I came into direct contact with a lot of different departments to ensure my work lived up to the high commercial standard.
Primarily responsible for the cover system (for both player and AI) throughout the entire game, a very large part of Killzone 2's gameplay mechanics
Responsible for the waypoint grids and path objects (transitional animations, such as hopping over objects). The quality of these grids greatly influences buddy and enemy behavior
Level Design/Tools: Ensure quick turnarounds with automatic testing after a design or art iteration
AI: Ensuring their test cases also translated to the end product by suggesting new in-game tests
Art: Helped maintain the asset database
Killzone 2 is available on PS3, in stores across the globe.
TijdTripper en de Verloren Schatten van Utrecht ("TimeTripper and the Lost Treasures of Utrecht") is a Dutch game built for the Utrecht Archives to promote one of their expositions. It places you in the role of Tim, who has to travel through time to
find the lost treasures.
Optimized the loading code to work over 30% faster
Improved the object management process in the background to produce less overhead on slower computers
Responsible for the social media integration
Helped with the final code polish to get the game ready for launch
This game was developed for children with dyslexia, a reading game in app-form to encourage players to improve their vocabulary and reading ability. At lot of research (from the Radboud University Nijmegen) into the children's ability to learn has been incorporated into the app.
Runs on my internal 2D framework
Responsible for all runtime and device-specific code (keyboard input, video, sound, OpenGL)
Built and iterated the prototype for the client, based on their feedback
Worked closely with the the junior developers to ensure everything was integrated properly and to guide them during the development process
Responsible for fixing a lot of crashes, bugs and errors
The main purpose of Spel van de Gouden Eeuw ("Game of the Dutch Golden Age") is to introduce the player to the financial system during the Dutch Golden Age. He/she has to come up with a financial strategy to cut the best deals. This game was developed in cooperation with the University of Utrecht and contains a lot of references to events and the actual people involved during actual Golden Age.
Responsible for the initial prototype
Contributed to the user interface and put in new UI elements to improve usability
Worked with the rest of the team to fix loads of critical bugs and crashes
PowerMatcher is an installation where the player is The installation was built specifically for display at the Nemo Science Center in Amsterdam.
Responsible for the prototype, code and workflow
Using a simple component system built in Unity, designers could create and modify the conversation and cutscene trees, eliminating the need for a programmer to integrate changes
Created a server to send the touch input from the monitor into the application for processing
The handles on the windows are controlled by attaching spring joints to the handle and touch position. This gives the windows a more playful feel while being able to collide with other windows.
The PowerMatcher installation can be seen at Nemo Science Center in Amsterdam.