This was a project I worked on with Wessel Roelofse (wezzel.nl), Sjors Kaagman (sjors.eu) and Tim van den Berg (@TimDrawsStuff). This game offered an interesting design challenge in how we wanted to combine a racing game with a rhythm game. In the end, we went for a more traditional approach due to time constraints, but it was still a really fun project to work on.
This game was made over the course of 2,5 months for our school, HKU.
I was in charge of making the eventual song chart, which went through 3 revisions and took around 30 hours in the end.
An early screenshot showing the proprietary song chart tool made by Wessel.
This project consisted of working with Dutch game studio Meteor Mug, in which our team had to help with design challenges that they had with a game they were developing at the time. Forgive me for being vague about this project, we were under an NDA!
The prototype you see in the top left I made to be as simple as possible.
The game we were working on was a Co-op game. The difficulties they had were related to player agency while still being tied to the objective.
As a personal point of pride, the representatives from the studio were impressed by my designs, and informed me that they were actually working on similar solutions!
This was a very simple arcade game collection, on the surface. This project was for a course titled "Project Hybrid" in which we were tasked with making an experience or game that contained both a digital and a physical aspect.
My team and I decided to do this by adding a device that is physically located between the players. Interacting with the buttons on it sabotaged the game in different ways.
Effects included flipping the screen upside down, speeding up the game and inverting the other players controls.
"The box" (technical term) had 2 large buttons on each side, 2 levers on the top, along with a spinning wheel on the front and a microphone in which the players would blow.
This subject taught me a lot on how to frame and present a cinematic experience, specifically from a first-person perspective. The goal was to make a short cinematic experience that showcased different aspects of the subject.
I was able to incorporate concepts like the selective use of color.
I was really able to work on structuring and shaping a level in a way that points the player in the right direction.
I was also able to work with subtle screen effects to accentuate the action, like an increase in the field of view.
This project consisted of making multiple UI prototypes for various purposes. This included a skill tree as seen to the side here, as well as a hypothetical all-in one website for our school. You can find an interactive prototype of the former here.
The skill tree concept was for a racing game, taking inspiration from the need for speed series.
This is a concept for a school hub, which would contain all the features which are currently spread out over 4+ websites.
Concept of the chat function.
At first, I started 3D modelling in high school as a hobby, so I've been modelling for a while. I however noticed I didn't really have anything concrete to show for it, except for quick game assets. So I decided to put some hours into something I could show off.
This guitar is modelled on my own Squier Stratocaster. Having a physical reference really helped in getting the curves right.
When I started this model, I didn't really realize how complex this object really is. The body of the guitar took about 3 revisions!
I didn't really optimize the model as far as I could've. Reason for this being that I wasn't going to use it in a game engine. I just wanted it to look good when rendered in Blender.
This was a game I made for a subject called Rapid Prototyping, in which we only had 4 hours to make a game. This game's main mechanic is using 3 different gadgets to platform through the level.
The first gadget is a boost pad.
The second gadget is a floating platform, which stays at the height you throw it at.
The third is a jump pad.
This is something I made for a subject called Procedural Art. The goal was to create an interesting visual experience using code. Making this taught me a lot about using Unity and C# Scripting.
The first scene was called 'Fireworks'. When you click on the screen, firework is rendered on a grid of cubes.
The second scene is called 'Ball'. It renders a ball, falling across the screen, rendered in cubes.
The third scene is called 'Snow'. This one renders snow falling through the screen.
This subject was about Game Feel, and how to make a game that's not just mechanically good, but also feels satisfying to play. The game is a very simple platformer, but the focus is on the details.
The game features ragdoll physics, which make for a fun display whenever you die.
The main mechanic in this game is hiding under obstacles by pressing down.
As the void gets closer to your screen, the background color changes.
This was a group project I made for Playing with the Trouble, which is a Utrecht University project that promotes interdisciplinary cooperation in science. For this purpose, we made a story-driven game about interdisciplinary cooperation in a fantasy setting.
The game features Visual Novel style dialogue system.
The game also features 3D exploration through a fantasy-style research lab.
The characters were meant to signify the research disciplines. We had a character for Natural Sciences, Humanities and Social Sciences.
More projects being added soon!