RCDev

PROFESSIONAL WORK

TREESPIRE

HvA | Unity, C# | 2022 

The desktop-like environment 'Treespire' showcases tree structures in different ways. For example: tic-tac-toe uses Minimax and AB-pruning and the file system saves its contents in a tree.


Second AI assignment for 2nd year Game Development students, developed by me as lecturer.

UNEXPLORED 2

Ludomotion | Unity, C# | 2018-2023 

An immersive, open-world RPG with beautifully generated environments and gameplay that breathes a table-top game 'feel'.


Started as an intern, stayed for the long game. I worked on graphics programming, content generation, UI, controls and more.

THE FLOCKING DEAD

HvA| Unity , C#| 2022

Two types of agents (seagulls and their zombie counterpart) implement a different set of flocking behaviours like evade, chase, seperate, and align.


First AI assignment for 2nd year Game Development students, developed by me as lecturer.


TILES OF CHICK ISLAND

HvA | Unity, C# | 2022 

The chick follows the found path from A to B. Different pathfinding algorithms can be selected and their statistics can be compared. Levels can be easily created and tested.


Final AI assignment for 2nd year Game Development students, developed by me as lecturer.

STUDENT & PERSONAL WORK

W.O.O.S.H.

Group project | Unity | 2017

A strategy mobile game in which you are a mighty wizard accompanying helpless humans on their journeys. Get them through various dangerous levels to their destination!


I worked on a hexagon-based level editor, AI, and game states in- and outside the levels.


FUN W/ GRAPHICS

Summer project | DirectX | 2016, 2017

In a few prototypes made during summerbreak I explored different effects and techniques for graphics programming. 


Making terrains and water, creating small effects like bloom inspired by TRON and fernels, learning about post-processing and laying the basis for my line renderer I would make for Unexplored 2. 

CASTAWAY CONQUEST

Internship | Unity | 2016

At my internship at Stolen Couch Games I worked on the protoype for Castaway Conquest. 


I worked together with other disciplines to quickly iterate and test the prototype. Additionally I optimized it for the iPad2.

DIABRO

Group project | Ogre | 2017

Its name inspired by Diablo, but made by a bunch of *bro's* interested in PCG: a maze on each floors, quests and AI.  


I was concerned with quest generation: generate a valid RPG-style quests on each floor, keep track of progress, reward the player, provide dialogue. I also contributed to gameplay programming.

PROJECT BRAVO

Group project | RStudio | 2016

With Kinect data we could analyse the step, gait and cycle of an older person, Then we compare that data to the control data and assess the fall risk. These insights help them to live independent.


I worked on sorting and visualizing the raw data and calculating fall risk scores based on that.

BOOMERANG BOY

Group project | Unity | 2015

This game is about monkeys and a boy hunting them to get his boomerang back - the monkeys must have thought it looked like a banana. 


I worked on different behaviours for the monkeys and two boss fights complete with state machines and different attacks and attack phases.

SUMMER DUNGEONS

Summer project | Unity | 2015, 2016

This project was my playground in the summerbreaks to cure my curiosity regarding PCG. 


Based on the Diablo 3, I made my own item generation with affixes, stats and qualities. 

Inspired by Joris Dormans work, I generated dungeons with grammars and guided by playstyles.

SENTIMENT ANALYSIS

Solo practicum | RStudio | 2016

Sentiment is hard, at least for computers and in the context of text analysis. "He hates that" contains a negative word, but it doesn't contain a negative sentiment.


By applying techniques, like filtering,  normalization, n-grams, I tested different configurations. I achieved a steady 85% accuracy while classifying movie reviews.


GOD I WANT MY DOG BACK

Solo project | Unity | 2015

When you can't accept your dog died, what do you do? You put on your boots and tell God you want your dog back ofcourse. 


This little boy jumps and plays with the power of the wind to find his way up to heaven and God. 

GAME JAMS

TROETELTANKS

Global Game Jam | Programmer | 2019

The darkness will slowly take over... Work together against it or destroy the others and win all by yourself. Shoot (paint) bullets and color the black and white world. Grab your phone and join in! 


I worked on the map generation and the darkness spreading.

BROKEN WHITE

Global Game Jam | Artist | 2020

My first game jam as an artist! With zero digital drawing skills I braced myself with pencils, watercolors and paper. I had a blast. 


In Broken White you traverse levels as an amoebe-like creature with our own controller. 



METALBOY MARLIN

Global Game Jam | Programmer | 2017

Only one festival can be the best festival... And that is the metal festival! Fight the other genres to enjoy an amazing festival full of moshing and headbanging. 


We all worked together on this jam.

RAPPYBIRD

Game Talks HvA | Unity, C# | 2019 1H

During these Game Talks at the HvA we talked about Unity vs Unreal and attempted to make a Flappybird clone in one hour and comparing the results of both engines. 


Sadly no colleague wanted to or could do this in Unreal. So I did it by myself in Unity and finished well on time.