Is a Turn Based Strategy Game, set in a lowpoly world, there are a myriad of classes and enemies, all with their own pack of abilities.
I made all the systems and gameplay elements. Mainly focusing on the Turn Based system. A concept I've had for a long time and one I want to keep working on for a while.
Solo Project
Concept & Design
Gameplay Systems
Animations
Rigging
This game is an Applied game for the Stockholm Resilience Centre, to bring awareness to the fact that a lot of the things we order end up in the ocean. With a way to avoid it.
This was a combined effort with a few other students, I was the developer in this team. I made the fish's movement as well as a big part of the generation.
Team Project
Concept & Design
Gameplay Systems
Procedural Terrain Generation
Post Processing
Boids
In this game you are a Human stranded on an Alien planet. You need money to get back home and so you got a job. One problem, you don't speak the language. A way to get around it is the translation guide hung on the wall, can you help the aliens get the right product? And get your reputation up to par?
This game was the first finished game I have made in Unity, it was a combined effort with a small group. I made the majority of the systems after which I refactored with the other developer.
Team Project
Concept & Design
Pick-up and Give System
Animations
An SCP has gotten loose, wether that was intentional or not, isn't the point, you need to catch this parasite that can transfer from human to human just by making eye contact. With any means necisairy you need to stop the Parasite.
A Small game that I rapidly prototyped, as an assignment. Though I am very happy with how the game turned out. I made all the gameplay systems and a few of the quick models. The rest I got from free websites.
Solo Project
Concept & Design
Gameplay Systems
Lighting
Rigging
There is more on my itch.io page.
A movement system, completely capable of traversing a ton of different terrains. It can climb vertical walls based on nodes as well as run, slide and double jump where needed.
Inverse Kinematics
Animations
Rigging
Character Controller
A simple yet robust generic State machine. One that uses transitions that are defined outside of the states and state machine. So you can easily add and remove a lot of transitions where you need it.
I use this state machine in almost all projects and I keep adding and changing things to it.
Generic System
Optimization
Utility
A level generation system, both for 2D and 3D maps. Optimized for best use in bigger games with bigger rooms.
Plans for the future are to add a way to make bigger rooms that connect together, or bigger predefined rooms.
Procedural Terrain Generation
Optimization
There is more on my Github.
Engines
Unity
Unreal
Other
Visual Studio (Code)
Blender
Git
OpenGL
Programming
C#
C++
Java
GLSL
Human
Dutch (Fluent)
English (Fluent)
German (Basic)
Motorcycle (Basic)