Résumé
PROFILE
Experienced and dedicated engineer, specialized in (cross platform) tool and game development
TECHNICAL SKILLS
Programs: Maya, Blender, Visual Studio, XCode, Photoshop, InDesign, Illustrator, ZBrush, Notepad++, Unity, Unreal Engine, Git, Plastic SCM
Languages: C, C++, C#, Java, Perl, Python, PHP
EMPLOYMENT HISTORY
Stefander Games, Alkmaar, The Netherlands (February 2016-current)
CEO, Founder
- Working directly with clients to prioritize and implement feedback, shortening iteration times
- Developing for a large amount of platforms and devkits, ranging from Switch to PS5
- Responsible for very diverse range of tasks, ranging from UI design and SDK implementation to networking setups
Little Chicken, Amsterdam, The Netherlands (February 2014-Jan 2016)
Game Engineer
- Created proof of concept prototypes, for productions like AH Dinos and NoBrainer
- Applied and motivated other members of the team to utilize SCRUM techniques
- Designing and implementing gameplay mechanics
Monkeybizniz, Utrecht, The Netherlands (October 2010-December 2013)
Lead Engineer
- Designed, developed and iterated the in-house 2D mobile framework
- Developed level design tools for several productions by integrating similar third-party solutions (Box2D, Tiled) into the game code to improve turnaround time
Gamious, Amsterdam, The Netherlands (October 2011 – August 2013)
Game Programmer
- Developed a water simulation solution based on vector fields, on top of Unity’s physics simulation
- Created all the prototype assets (models, textures) for the experimental proof-of-concept
Guerrilla Games, Amsterdam, The Netherlands (January 2008 – December 2008)
Level Design Intern
- 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
EDUCATION
Bachelor of the Arts & Technology + Master of the Arts in Creative Design for Digital Cultures (2009-2013)
Utrecht School of Arts & Technology, Hilversum, The Netherlands
Game Technology & Computer Science (Undergraduate Exchange Program, 2012)
Royal Melbourne Institute of Technology, Melbourne, Australia
Associate’s Degree in Game Design (2006-2009)
MediaCollege, Amsterdam, The Netherlands
SHIPPED TITLES
- Crash Drive 3 (Xbox One, Xbox Series X|S, 2021)
- The Falconeer (PC, Xbox One, Xbox Series X|S, PS4, PS5, Switch, Luna, Epic, GoG, 2020)
- Besiege (PC, 2020)
- KLM Jets (iOS/Android, 2015)
- Runespell Overture (iOS, 2015)
- ChaINGame (PC, 2015)
- Napkin Game Studio (Android/iOS, 2013)
- Tug of Gore (iPad, 2013)
- Spel van de Gouden Eeuw (“Dutch Golden Age: The Game”, iPhone/iPod Touch, 2013)
- PowerMatcher (Physical installation, 2012)
- TijdTripper en de Verloren Schatten van Utrecht (“TimeTripper and the Lost Treasures of Utrecht”, 2011)
- Killzone 2 (PS3, 2009)
INDEPENDENT PROJECTS
- BitPacker (C#, 2021)
- Napkin Engine (C++, 2013)
- Halo 4 Reader (C#/.NET, 2013)
- Gridlock (C# using Unity, 2012)
- Mental Asylum (UDK with Maya and Photoshop, 2011)
- Club Bouncer (C# using Unity, 2011)
- Polarity (C# using Unity, 2010)
- Ton Racer (AS3, 2009)
- Halo 2 Editor (C++, 2005)