Currently working at Games Farm as Game Programmer.
I am a graduate of Breda University of Applied Sciences. I completed the International Game Architecture and Design course and specialized in Game AI Programming. I am passionate about programming games and enjoy exploring the various types of interesting AI that I can create to challenge players or enhance the overall immersion of the game. Currently working at Games Farm as Game Programmer.
Game Description
Védelem: The Golden Horde is a real-time strategy game, set in 13th century eastern Europe.
Where the player is meant to repel the golden horde.
They will attempt to sack the player’s keep which is at the heart off their territory.
The golden horde is a dominantly mounted invasion force, successfully pillaging through Eurasia and they have now reached the player’s walls.
The player safeguards last hearth between them and central Europe.
As the last line of defense, the player has to expand their reach and fortifies their position.
In order to do so the player must gather resources and build the necessary structures for training and sustaining new troops.
Project Type
RTS Base Defense game
Team Size
2 Producers / 4 Designers
7 Programmers / 5 Artists
4 Outsource
Duration
10 Months
(01/09/2020 - 01/07/2021)
Role
Game AI Programmer
Software
Unity Engine
Perforce
Monday.com
Jenkins
Language
C#
Project Description
This student project is being made in my 3rd year and utilizes Unity DOTS.
Because of this, we can run a lot of units simultaneously while also holding 60 fps.
My main responsibility on this project was the behavior of the formations and units . This included the different states they can go in,
how to react in certain situations and the combat between formations.
I've also worked on the unit avoidance towards buildings and implemented the command and combat audio.
The main things I've learned from this project are: How AI state machines work; How to handle combat with units in formations ;
How to work with experimental code with few documentation; How to work on a project through development phases; How to work in the Unity Engine
The game was awarded for best 3rd year programmed game at our school.
Project Type
Personal School Project
Team Size
Alone
Duration
5 Months
(14/02/2022 - 01/07/2022)
Role
Game AI / Gameplay Programmer
Software
Unity Engine
Github
Trello
Language
C#
Game Description
Gangstars is a turn-based strategy game focussed on heists.
The goal of the game is to finish missions with the most objectives completed while keeping most of your team alive.
The game was cancelled before being released.
Project Type
Strategy Heist game
Team Size
1 Producer / 4 Designers
5 Programmers / 8 Artists
Duration
8 weeks
(06/05/2020 - 26/06/2020)
Role
Tech Lead / Gameplay Programmer
Software
Unreal Engine 4
Perforce
Jira
Language
Unreal Blueprints
In Streamlined Mastermind, the player is in charge of planning bank heists. With only limited information at the start, they can spend money to gather additional information about the building and guards, acquire better crew members and equipment, and create distractions. Using this, the player can plan the crew’s actions to navigate them towards the vault and back out again while circumventing the guards. And your plan better be solid, because getting caught is not an option.
This student project took place in my 2nd year and was quite the challenging one.
As it was the first time for me to lead others and it was the first time a project was fully remotely due to the corona virus.
I was more of a general gameplay programmer in this project and was responsible for the process of the game as I was the programming lead.
The main things I've learned from this project are: How to manage things effectively between the group of programmers I led and the other leads;
Effective use of flow control to reduce operations and increase performance in Unreal.
The game was awarded for best 2nd year programmed game and best 2nd year designed game at our school.
Project Type
Personal Project
Team Size
Alone
Duration
60 hours
Role
Gameplay Programmer
Software
Visual Studio
Github
Trello
Language
C++
Project Type
Bullet Hell game in custom ECS engine
Team Size
2 Engine Programmers
1 Gameplay Programmer
1 Graphics Programmer
Duration
8 weeks
(03/09/2019 - 01/11/2019)
Role
Gameplay Programmer
Software
Visual Studio 2019
Perforce
Language
C++
This game is made to resemble the game Raystorm, where the player has to shoot enemy ships while also dodging incoming bullets from the enemy.
This student project took place in my 2nd year and only consisted of programmers.
The goal of this project was to create a reference game in our own custom made engine.
My main responsibility was the gameplay part of the project, so this includes everything playable
The main things I've learned from this project are: AI steering behaviors; How to structure code to an ECS;
How to work closely with the people who provide systems for you;
Project Type
Strategy heist game in custom engine
Team Size
2 Engine Programmers
4 Gameplay Programmers
2 Graphics Programmers
Duration
8 weeks
(12/02/2020 - 13/04/2020)
Role
Gameplay Programmer
Software
Visual Studio 2019
Perforce
Jenkins
Language
C++
This game was made to resemble a heist planning game.
This student project took place in my 2nd year and was made with only programmers.
The goal was to create a game with our own custom made engine that could be used for another project later on.
The main things I've learned from this project are: How A* path finding works with associated algorithms;
How to work close with the people who created the systems I use.
Project Type
Party Game
Team Size
2 Designers / 3 Programmers
3 Artists
Duration
8 weeks
(06/05/2019 - 28/06/2019)
Role
Gameplay Programmer
Software
Unreal Engine 4
Perforce
Language
Unreal Blueprints
Sea of Slaps is a fast paced local multi-player experience in which ships on a rollercoaser must collect a unique coin on the map, hold it and defend it from the adversaries until they reach the required score to win the game. In a form of a hovering hand on the map, the players can slap each other to stop the hand movements, slap the trains to push them backwards on the railroad or slap the arrows on the junctions to rotate their direction. While they cannot control the ships directly, they can use all these elements to control their own ships, but also the ships of other players.
This student project took place in my first year and it was also the first time for me making a game in Unreal Engine 4.
The main things I've learned from this project are: How the basics of Unreal works; How to work on a project as a team; How to prioritize important things first.