Below you will find some of the projects that I have worked on. The projects explore a wide variety of programming areas, such as networking, AI, physics, rendering, and gameplay. I have learned a lot from each and every project, and am excited and eager to start and learn from many more to come.
Descenders is an extreme downhill mountain biking game with procedurally generated worlds.
I have worked on this project as part of my internship at CodeGlue and helped port the game and make sure that it was ready for the Xbox game preview program.
I was also in charge of quality assurance, bug detection and fixing, and the official Microsoft game preview program tests to make sure the game meets the requirements for the platform.
SkyTime is a 3D platformer in which you slow time, dodge bullets, destroy turrets and overcome obstacles!
SkyTime was the very first Unity3D project I worked on as part of my education at the Saxion University of Applied Sciences.
The project lasted for 3 weeks, and had a restriction of maximum 3 game mechanics.
I was in charge of all the programming, some of the level building, and most of the Unity-related setup, such as some animations, lighting, optimized collisions, batching, etc.
Famine is a 2.5D puzzle platformer game in which you are a boy lost in the forest, trying to catch a magnificent, glowing butterfly. In the game, you attempt to solve puzzles, and outrun and outwit enemies to continue going.
The purpose of this project was to learn the basics of Unreal Engine, and to recreate the version of Famine I have made as my very first game during my study at Saxion University of Applied Sciences in the way I originally envisioned it.
This project was part of my minor skilled, and lasted for 5 months.
I was in charge of all the programming, both blueprints, and C++, setting up AI, and some level building.
VuurProef is a 2.5D touch-based exploration game in which you play as a fireman with thermal vision goggles trying to rescue victims stranded inside a burning building.
VuurProef was made for the Heim/Oyfo technical museum in Hengelo, The Netherlands, as part of my second year of study at Saxion University of Applied Sciences.
The project lasted for 8 weeks, and I was in charge of all the programming, and most of the Unity setup. During this project I have explored and used a new idea of using Unity's built-in mecanim system and StateMachineBehaviours to create AI state machines.
Bounce Maze is a 2D breakout game with a twist. Unlike normal breakout, in Bounce Maze you can rotate the paddle to be vertical or horizontal, and your goal is to guide a rogue ball through a maze by bouncing it off the paddle and the walls without killing it.
Bounce Maze was my very first game project at Saxion University of Applied Sciences. It was made with a basic 2D OpenGL engine provided to us by the teachers, which I heavily modified to include scene switching and SAT-based physics collisions.
The project was a solo assignment and lasted for about 4 weeks.
Magus is a wave-based 2.5D platforming tower defense game in which you personally kill enemies, collect resources, and use them to unlock new weapons and skills and to buy defense turrets and items.
Magus was my first project of the second year of my gaming study at Saxion University of Applied Sciences, and the second project I ever made with Unity. The project lasted for 3 weeks, during which I was in charge of all the programming, and most of the Unity-related setup, such as UI, and animations.
Kahuna is a top-down 3D action, exploration dungeon game, in which you try to save your village from the curse of 5 terrifying demons.
Every demon in the game controls one of the elements - fire, water, wind, and earth, and your goal is to defeat the boss demon behind the attack, either by facing him directly, or by destroying the other demons to weaken him first.
Kahuna was the 3rd game I ever made with the Unity game engine, and it was part of the 2nd project of my 2nd year of education at Saxion University of Applied Sciences.
The project lasted for 3 weeks, during which I was in charge of all the programming, including setting up a Lua scripting engine for the boss attack patterns.
Zeqon is an AR application for Microsoft's HoloLens that handles receiving FBX models at runtime over the network and displaying them as holograms. This application is targeted at concrete factory employees to speed up their concrete mould creation process.
This project lasted for 5 months and was a part of Saxion's Smart Solutions semester, where I worked together with students of other disciplines, namely architects, to research and develop this product.
Zeqon was the very first time I worked with AR, and I have learned a lot during this project, mostly about networking, Unity C++ and C# plugins, and the HoloToolkit SDK.
The GameLab Framework is a programming framework in Unity3D for the company GameLab Oost I developed as part of my Bachelor's degree graduation assignment.
The framework improves and simplifies the game programming process through standardizing many of the systems and scripts that the projects at the GameLab Oost company use.
The framework was developed during 4 months, and includes a core, event system, and save system, all hosted on GitHub and integrated into projects through Unity's new Package Manager system.
Dynamic Chess is a 3D chess game but with a twist. Unlike normal chess, in dynamic chess, the board shifts every few turns, allowing pieces to change their colors, suddenly becoming under attack, and making the board an important part of the game.
The game took about 3 weeks to develop and was a networking exercise, with a dedicated custom server that connects Dynamic Chess players together.
Four In 3D
Four In 3D is a 3D version of the Connect Four board game, in which you play against an AI of varying difficulties.
This project took about 3 weeks, and was the result of all the AI programming I have learned during one quarter at my studies in Saxion University of Applied Sciences.
Besides being my very first AI project, this game was also the very first Android application I have ever made using Unity.
QuestJobs is a plugin for Minecraft servers that lets admins create different tasks for their players to perform.
The plugin is well integrated with the existing elements of the game, and uses signs, game events, and built-in game titles to function.
QuestJobs also comes with a standalone quest editing tool to make it much easier for admins to create task types, assign rewards, etc.
This project was a learning experience in creating plugins for Minecraft servers in Bukkit, and a great addition to the game that many people enjoyed.
This plugin was developed entirely by myself.
Mortal Kombat Clone
This project is a partial clone of the Mortal Kombat 2 game. I created this project when I was 13 years old, and was just starting to learn programming seriously.
This clone is written entirely in pure java, without any additional libraries or game engines.
Ballapalooza is a 2D physics game in which you guide a laser using a set of mirrors and other environmental elements, such as water, from an emitter to different receivers to unlock the road for the ball character.
This project was made in a custom C# OpenGL engine during 2 weeks, where I was in charge of most of the programming, including most of the engine, the physics, playing videos, and input.
Mercurial is a 3D escape room type of game in which you find yourself waking up on a space ship on a course into the sun. Your task is to solve all the puzzles in the space ship and escape before colliding with the sun.
Mercurial was made in a custom C++ game engine as part of my second year studying at Saxion University of Applied Sciences.
With the exception of some game math, that was provided to us by the teachers, I have programmed everything in the engine and game, including a Lua engine, shadows, skybox, lighting, render textures, input, and physics.
Castaway Paradise is a life simulation game similar to Animal Crossing in which you complete quests, collect items, fish, and decorate the island and your player.
I have worked on this project as part of my internship at CodeGlue and helped port the game to the Xbox and PS4 platforms.
I was also in charge of quality assurance, bug detection and fixing, and the official Sony and Microsoft tests to make sure the game meets the standards for their respective platforms.
Jarabee is a VR Serious Game Title for the Oculus Quest where the player takes on the role of an adopting parent.
The player role plays different situations that arise from the interactions between themselves, their biological child and their newly adopted child.
The game was made for the the dutch child care establishment Jarabee to help train potential new foster parents in living with adopted children.
This project was part of my graduation at GameLab Oost, and lasted for approximately 2 months.
During this project I was in charge of setting up the VR development environment for the Oculus Quest, creating all the VR interactions, and setting up the story and choices back-end system.