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Résumé 

My résumé is also available in both docx and pdf formats. If you have any questions, please use the contact form using the button below, and I will get back to you as soon as I can.

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)