Digital Game Projects - All projects
Fangame - Resident Evil 4 Tetris Edition
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. The game can be downloaded for free from the link below: |
|
Hello Neighbor Custom Level
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, 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.
|
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
|
In the Black
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. (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
|
Pet Lab
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:
|
The Watcher
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. |
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.
|
Project Amelio
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
|
Game Jam Simulator 2016
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. |
|
Monskey Hop
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. |
|
Divine Guidance
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. |
|
Wrap 'n Roll
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. |
|
Game Jam Projects:
RGB: Reptilian Glare Bender
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. |
|
Homebound
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. |
|