Digital Game Projects - All projects
I have worked on multiple game projects, different genres of games, and with various engines and platforms. I have also performed various roles: Game Designer, Level designer, Systems designer, QA Tester, and more.
Please note that the list of work may not represent all projects I have worked on due to NDA's.
Please note that the list of work may not represent all projects I have worked on due to NDA's.
Shuffly
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Game Development & Character Skinning/animation | LINUX | Multiplayer shuffleboard | 2026 | Unreal 5
Shuffly is a company that has created shuffleboard tables since 2018. For this project we have created an Unreal Engine application that uses the real time tracking of the played shuffleboard pucks, to display their position in a virtual environment and keeps track of scoring. The system can play various different gamemodes with various rulesets and track those in the big screen application, and it can be controlled through a touch screen application on the table (React app) For this project I worked on Implementation of the various Game modes, Rules, UI, art implementation, Character Skinning, and character animation. |
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Learnify VR
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Game Development | PC - Vive focus VR | Realistic VR Driving Sim | 2025-2026 | Unreal 5
A VR driving simulator that scores student drivers on their performance in various driving scenarios including a highway, a provincial road, a small town, and a fenced off driving lot. The physical set-up uses a real car seat and a rig using a steering wheel, pedals, blinkers, windshield wiper stalks, and a gear shift stick. The project was featured on the Dutch news in EditieNL On this project I worked on implementing some of the driving errors, Implementation of the respawn system, audio implementation, implemented VR player calibration, and added some simple tools for the artists to more easily populate parts of the environment. |
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Proto Steam XR
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Game Development | Oculus Quest Mixed Reality & Android Tablets | Simulation | 2025-2026 | Unreal 5
Proto Steam XR is a project that consists of two applications; a mixed reality app for Oculus Quest, and an app for Android Tablets. The project was made for the PROTO Invention Factory in Estonia. Visitors of the museum complete physical challenges on location, and complete challenges on the tablet app that relate to the locations. Completion awards the player with in-app credits they can use to customize their own airship. The airship can be used once enough challenges have been completed to fly around in the mixed reality app on Oculus Quest. Multiple teams can play the app(s) simultaneously. For this project I worked on: Implementing the racing minigame, implement localization, implementing in-app client airship requirements for different missions, implement tablet app challenge minigames, implement XR world scaling/repositioning functionality, adjusting text, and bug fixing. |
Note: Mixed reality screenshots were taken on PC during development, therefore the mixed reality vision is shown as a black void. During actual play on target hardware this black void will instead show the real world surroundings.
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Brabant Water VR
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Game & Level Design | Oculus Quest VR | Simulation | 2024-2026 | Unreal 4
Brabant Water VR was a training application for the Dutch water utility company Brabant Water. The application is intended for new employees to learn the correct installation and maintenance procedures. They learn to perform procedures like repairing broken water pipes in a residential area, installing new water set-ups for new builds, and informing residents correctly of water availability issues. I worked on: Implementation of scenarios, implementing art and certain tools, creating the VR tutorial, implementing safety gear and safety gear checks, and implementing a very important tractor that drives around out of bounds in the background of one of the scenarios. |
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Resident Evil: The Mercenaries 3D HD Project
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Game Remastering | 3Ds Emulators | 2025-2026
A project I worked on together with my good friend ZombieAli. We set out to remaster the 3Ds game Resident Evil: The Mercenaries 3D in HD after we had been playing it a lot together. The game originally uses very downscaled assets to run on the handheld system. However modern emulators for the game allows for loading much higher quality assets. By using the assets from various other HD Resident Evil games like Resident Evil 5, Resident Evil 4 VR, and Resident Evil Revelations as replacement we were able to increase the visual fidelity's of the Player characters, enemies, weapons, and environments. We have also been working on improving the overall audio quality as the game's original audio is very low bitrate and compressed. For this project I worked on model editing, character skinning, Texture editing, audio editing, and some memory editing/code.bin changes. Certain models from the original 3Ds game has no HD equivalent we could use, like Wesker Uroboros and the two-way grenade launcher, so we had to recreate those ourselves. This project is an unofficial fan project and not affiliated with Capcom. |
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Smackdown
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Game Development | PC | 2023-2025 | Unreal 4
A project created by my coworker Rick van Schijndel, made to resemble Super Smash Bros. to play during our lunch breaks at the office. The environments and characters are primarily based on projects we have worked on at Enversed Studios. The game can be played with up to four players in local multiplayer in free-for-all or in teams, where you win by knocking your opponents off the battlefield. On this project I worked on implementing additional characters, stages, music, and implementing the costume select system. |
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Crowe Conversation Trainer
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Game Development | PC - VR | HR Dialogue trainer | 2024 | Unreal 5
A VR application to help train people in having difficult conversations in an HR position. Client project for Crowe. The application has the user talk to an AI about a workplace scenario, the dialogue of the user is analyzed and is responded to by the AI in real time. The user's feedback to the AI employee is scored based on the 4G behavior model (4G model in Dutch stands for: Behaviour (Gedrag), Feeling (Gevoel), Results (Gevolg), Desired outcomes (Gewenst)). For this project I worked on reimplementing the UI to be in the updated visual style, added a tutorial, added a VR headset calibration, made the AI characters look at the other characters when they are talking or the player when the player talks, and I implemented the 4G scoring system which is shown in the result screen once the training scenario ends. |
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Amsterdam VR Voyage
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Character Skinning | VR Simulation | 2024 | 3DS Max
Take a voyage through the canals of 17th century Amsterdam in VR. This project is a VR pre-rendered animation where you ride on a boat through the canals of Amsterdam as part of the VR Voyage project. On this project I worked on doing character skinning for some early low poly versions of the character models. |
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Enversed Freeroam VR Shooter
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Game Development | PC - Vive focus VR | Multiplayer VR freeroam team shooter | 2024-2025 | Unreal 5
VR shooter game designed for large open playspaces - no joystick or teleportation required. The game was developed for in-house use at the Enversed Experience Center in Eindhoven (Netherlands), and their VR Freeroam set-up. The game supports 4v4 players in VR to play a team deathmatch, which plays in a way similar to a paintball match where when defeated a player has to return to their team's base/spawn point to rejoin the match. The game makes use of the Mavrik VR Blaster/Striker controllers for tracking the player guns for aiming and provides haptic feedback for increased immersion. The game also has a selection of different avatars to use spread between the two teams. For this project I worked on implementing the weapons and their two different firing modes, the scoreboard, Part of the maverick implementation, and the tutorial. |
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TMA Talent Games
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Game Development | Oculus Quest VR | Multiplayer VR Puzzle game | 2023-2025 | Unreal 4
Talent Games was developed in cooperation with TMA; a company that specializes in skill and talent tests for businesses. This project was intended to be an escape room style experience to be able to test participants on their talents and communication skills using the TMA Talent System as its background. Up to four players can play the VR experience at the same time to work together to solve puzzles in an attempt to disarm a large bomb within a time limit. The time limit is extended when the puzzles are completed successfully. Outside of VR one or more players have a screen that can be used to view the VR players from a security camera like perspective to assist the VR players using a manual with puzzle instructions. For this project I worked on the camera/spectator system for the players outside of VR, implementation of various puzzles, and other systems for solving the bomb's defusal code. |
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Enversed Paraglide
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Game Development | PC VR Simulation | 2023-2025 | Unreal 4
Enversed Paraglide VR is a project that has a few different iterations. Including rebranded versions for Red Bull X-Alps adventure race, and The North Face. In the application the player sits in a physical rig that mimics a real paraglider seat, and attaches the VR controllers to the paraglider handles, making the controls feel make realistic. In the application the player takes the iconic route from atop Mönch down to Stechelberg by paraglider. The player has to fly through rings to earn points to see how well they perform the paraglider flight. By pulling on the physical levers the players can steer themselves and raise/lower their altitude. For this project I worked on implementing localization, implementing the tracking of the number of flights taken on that PC, worked on implementing the different branded versions (Enversed version, The North Face) by implementing brand specific materials, implementing the score target system, and adding a save game for saving the performed scores and the flight number. |
Physical Paraglide set-up
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Griffon VR
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Game Development & Character skinning | VR Simulation | 2023-2024 | Unreal 4
Griffon VR is an application made for the Griffon Glue/Construction materials brand. In the app the user is trained how to correctly handle the Griffon materials to build a PVC installation as part of the plumbing system for a pool. In the app various materials and products are available like different types of glue, and PVC utensils to attach pipes together in the correct manner. For this project I worked on skinning the hands of the player's VR avatar to the existing VR hand rig we already had set-up. I also worked on the system that allows the user to chamfer and deburr the PVC pipes, and I added some interactable items and worked on the system for constructing the flex pipe drain in the floor. Further tasks included bug fixing. |
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EPT - Electrical Pallet Truck Training
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Game Development | VR Simulation | 2023 | Unreal 4
EPT Training is a client project for Midpoint Brabant and Claasen Logistics, which is used as a driving lesson VR simulator for learning safety protocols as part of EPT certifications. The app used a physical set-up that mimics the steering mechanism of an EPT by attaching the VR controllers to a physical rig. In the application the user has to do various driving tutorials, and allows the user to perform them without requiring to operate a physical truck. The application can be used by two users simultaneously in VR with a screen for the operator to spectate the VR users. For this project I worked on adding in a leaderboard for the in-app challenges, I added some driving skill testing activities, and bug fixing. The driving activities I worked on required the users to follow the warehouse driving rules where the user has to avoid other drivers, pedestrians, and perform tasks while following pre-defined driving routes. |
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BHVR & BHVR Amphia
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Game Development | Oculus Rift | VR Simulation | 2022-2024 | Unreal 4
BHVR is a project made for BHV Nederland (First Responders Netherlands) using Unreal 4, for Oculus Rift. The application allows one or up to four (depending on the scenario) users to participate in a scenario for evacuating a building, fighting fire or providing aid to injured/unconscious coworkers. The participants are scored on whether or not they followed the correct procedures for the appropriate situation. The project has dynamic fire growth, realistic fire extinguishers of multiple types, cooperative gameplay, and examination scenarios with scoring broken down to various categories used in official first aid courses. My contributions: art implementation, scenario implementation, menu and tutorial work, scenario role implementation, implementing NPC evacuation, audio work, localization. The project also had an alternate version made specifically for the Breda Amphia Hospital. |
Amphia news page available in Dutch only
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Drugslab VR
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Game Development | Oculus Rift | VR Simulation | 2022-2024 | Unreal 4
Drugslab VR is an application that was made for the Dutch Police Training, and it allows a trainee to play either solo or with another trainee to complete various scenarios for training in identifying illegal drugs labs, drugs dumping sites, and other suspicious related activities. After the PC version a modified version of the application was created for Oculus Quest mobile VR devices. This version has similar scenarios to the desktop version of the app, but has some slightly altered scenarios and environments. On this project I worked on scenario implementation, NPC and NPC arresting implementation, art implementation, and localization. |
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Fangame - Resident Evil 4 Tetris Edition
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PC | Unreal Engine 5 | 2022
I started work on this project on April fools day 2022 because of a tweet from a friend of mine. He made a mock-up of a Tetris game with Leon and the inventory of RE4 with the items/weapons being the Tetriminos. I had already thought of the idea of making an RE4 Tetris game, but this mock-up made me decide to start on this project. The project started in Unreal 4.27, but then Unreal 5.0 released publicly. So I moved the project over to Unreal 5. I got my friend ZombieAli to make 2D renders of the weapons/items from RE4. I turned those renders into sprites for the items. With some help from info/tutorials online I built the logic for the game in blueprints, and used the models/textures/animations from RE4 to make up the rest of the game's visuals. The background music for the game is Mono Memory's remixes of the RE4 "Save room theme" and the "Serenity" theme. The game has full controller support. This project is an unofficial fan project and not affiliated with Capcom. |
Screenshots shown are not from the latest version of the project.
The game can be downloaded for free from the link below: |
Hello Neighbor - Custom Level
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Level Design | PC | Sandbox | 2021
This mod project was done as part of a design test in the job application process for Tiny Build. For this test assignment the requirement was to build a custom level using the Hello Neighbor Mod Kit for Unreal Engine, the objective for the player is to steal four objects. It had to be made clear to the player what four objects they needed without any voice over or on screen text. So I decided to make a door with four locks on it and is marked with an exit sign. The idea I went with for the level is some sort of police station-esque building, where the player starts in the front lobby. The neighbor can make his way in there, but as long as the player is standing on the green-blue carpet they are safe. The level features a few different themed rooms like a locker room, interrogation room, evidence lock-up, break room, and an outdoor area. I initially designed the basic layout of the level on paper, and put the objectives on pieces of sticky notes so I could move them around when iterating. As part of the assignment you were allowed (and encouraged) to design and add your own mechanics where needed for the level. So I decided to add a basic puzzle where the player needs to find a gun to shoot a big button with it to unlock a door. This mechanic is used in two places in the level, right in front of the player when finding the gun, and in a later part of the level to unlock the jail cells to acquire the last key. You can try out this custom level by downloading it by clicking the Mod Download button. Note: The mod requires owning the Hello Neighbor game on PC.
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Final paper version of the level
Buttons the player can shoot to open the gates behind the window/in the jail cell
Video walkthrough of the finished level in Hello Neighbor
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In the Black
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Game & Level Design | PC | Multiplayer PVP Space Combat | 2018
On this project I worked on creating mechanics and interactions through blueprints in Unreal 4. These mechanics were implemented to accompany the levels I worked on for the game. Starfighter Inc is a hardcore online multiplayer space combat simulator based on real science - currently in development by Impeller Studios. I worked on this project as part of my internship at Impeller Studios, and stayed on the project after my internship as a junior designer. (project was previously known under the working title "Starfighter Inc.") |
Video shows the game running in Unreal 4, but is of a project still in development. Footage may not represent the final product or my work done on the project
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Pet Lab
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Game Design | Oculus GO & GearVR | Simulator | 2017
On this project I worked on minigame tweaking, narrative & mission design, prototyping mechanics in Unreal 4's blueprinting system and sound implementation through the Wwise plug-in. I worked on this project as part of my internship at Force Field VR. |
Official Force Field VR site for Pet Lab:
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The Watcher
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Prototyping | PC | PINE | 2016
On this project I worked on creating mechanics and interactions through blueprints in Unreal 4. The game was made in a simulated industry work environment for PC. We created the game prototype with the Unreal 4 engine in a team of 6 third and fourth year students. In this narrative experience you play as a "watcher", the watchers try and help humans with their deep issues. I learned a lot from this project as we had no programmers on the project during the time I worked on the project. After the prototyping phase the project was switched to the Amazon's Lumberyard engine. At this point the team size also increased. The final version of the project can be found and downloaded from the project's itch.io page. |
Video shows cinematic work made for the game followed by the game running in Amazon Lumberyard, and does not represent the prototype version made with Unreal Blueprints.
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Project Amelio
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Puzzle & UI Design | PC - AR Room | AR Team Building Game | 2016
On this project I was a level/puzzle designer and worked on the UI design. This was a client project for the University of Tilburg (TIAS Buisness school) in a simulated industry work environment. In a group we created a team building game for a room based set-up. The game was made in the Unity3D engine with the cluster rendering beta plug-in. The game is a simulator that puts a group of players in the same room, where the game is projected on the walls around them in stereoscopic 3D. The players need to work together to solve puzzles, similar to an escape room. The biggest challenge for this project was to create levels for the room based AR set-up, and to work with a Unity plug-in that was still in Beta. |
Project Amelio 360° Video Showreel:360 degree video function may not work on certain devices or browsers
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Game Jam Simulator 2016
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Design & implementation | PC | Simulator | 2015
On this project I worked on implementing art assets, ingame tasks, the character stats, and balancing the characters. I also worked on the general design, task design, level design, and Quality Assurance. The game was made in a simulated industry work environment for PC. We created the game with the Unreal 4 engine in a team of 10 second year students in 14 days. In this comedic simulation game the player has to manage a team participating in a game jam. The ingame tasks are randomly selected and have to be assigned to the most capable team member. All characters have different stats in their skills. I learned a lot from this project as it was my first project using the Unreal 4 engine. |
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Monskey Hop
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Designer | Mobile & PC | Educational | 2014
On this project I worked as a general designer, level designer, and implementation of art assets. Client project for the Monskey brand in a simulated industry work environment. With a group of 10 we created an educational game on mobile devices around the Monskey brand. The game was made in the Unity3D engine, in 14 days. The game is an educational game where the player has to tilt their phone to make the Monskey land on the correct answer to the question at the top of the screen. The game has two modes: math questions and animal pictures. A big challenge on this project was to create a game that suited the requests of the clients, but also making a game that worked well on a mobile devices. |
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Divine Guidance
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Designer | PC | First person survival game | 2014
On this project I worked as a designer, I worked on QA, and I created some small prop models. A game made in a simulated industry work environment for PC using the Unity3D engine. In this game the player has to collect Rune stones, and use their magical map to shift the maze they are in. They can shift the maze to create new paths and to avoid enemies. The player can shift the walls of the maze simply by clicking on arrows on their map. This will shift an entire row or column of the maze. We created the game in Unity3D in 14 days with a small team of first year students. |
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Wrap 'n Roll
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Lead Designer | Android & PC | Sidescroller | 2013
On this project I worked as the Lead Designer. A game made in a simulated industry work environment for PC and Android. The player has to move obstacles out of the way of a rolling Armadillo by clicking/tapping on the obstacles. The game was made in Unity3D in 14 days by a team of 11 first year students. The project was nominated for Best Design & Best Art in the pool of all first year projects from 2013-2014 at the NHTV Breda. |
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Game Jam Projects:
RGB: Reptilian Glare Bender
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Designer | PC & Android | 2D Platformer | 2014
On this project I worked on the mechanic design and level design. This project was made in 48 hours during the 2014 Global Game Jam. In this game the player controls a glowing chameleon that can change its colour. All world objects of the same colour disappear, allowing the chameleon to 'blend in' and make progress through the game. The game was made in Game Maker Studio, by a team of five members. The project received the 3rd place award in the category "Best Game" at the Amsterdam Jam site for the level of polish we achieved in just 48 hours. |
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Homebound
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Design & Visual Art | PC | Physics based Puzzles | 2015
I worked on this project as a designer and artist. A space strategy planning game made in 48 hours by four designers during the 2015 Global Game Jam. The player controls the orbital position of planets, guiding the Ascania through various systems, hopefully back to planet Earth. The game was made in 48 hours without a single line of code. Instead the game was made completely with visual scripting in Unity3D, without programmers or artists, only designers. This was fun but also proved to be a challenge. It was challenging to perform a role outside of our fields of expertise, but as a group of friends we had fun working on this project during the jam. |
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