Enversed Studios
Projects I worked on during my employment at Enversed Studios
Employment period: September 2022 - Current
Employment period: September 2022 - Current
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
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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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Brabant Water
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Game Development | Oculus Quest VR | Simulation | 2024-2026 | Unreal 5
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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Enversed VR Freeroam 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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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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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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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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