I'm 20 years old and live in Bovenkarspel, The Netherlands. Since primary school I've had an interest in designing and developing games. That's why I currently study HBO-ICT Game Development at the Amsterdam University of Applied Sciences.
When I started, I began with creating games and applications in Python and Processing. But when I started studying Game Development I've also created games in P5.js (a framework build upon Javascript) and C# (Monogame and Unity). At my study we work using the SCRUM project management methodology.
As a game developer my enjoyment comes from creating unique experiences, experimenting with new mechanics and the constant puzzling and learning to make ideas come to life.
When I'm not studying, you'll likely find me working on a personal project, playing football, crafting a DnD campaign, or diving into a game.
For this assignment we had to make a multiplayer game inspired by chess or checkers. My team and I eventually decided to make a pvp chess-inspired game where you have to buy pieces and capture the enemy castle.
For this project I worked on the map-tile system, piece movement and multiplayer synchronization.
American School Survivor was created when we had to make a bullet hell. Inspired by the absurdity of the many school shootings in the United States, we decided to make a game where you play as a school boy trying to survive an extremely absurd school day.
I was tasked with the making of the map and level system. I furthermore worked on the first level's enemy: Uncle Joe.
For Prehistorical Chase we had to make a bossfight. My team and I eventually landed on a concept where you play as a pigeon who is transported to the age of the dinosaurs.
I was in charge of the boss. I made the model, animations and the different state-machines for the behaviour of the boss. I also worked on the damage-system for the player and the boss.
For my internship at The Landrovers, I was tasked with reimagining the digital instrument cluster of their HMI-system in Unreal Engine.
Part of the process was converting many of the 2D assets into 3D assets and building the logic for displaying information from the car onto the new digital instrument cluster.
At The Landrovers I had to work together with many colleagues, ranging from the design team to the electronics team, to come to a solution for the new system. While working on the digital instrument cluster, I gained experience with Unreal Engine 5, C++ and Blender.