projects

On this page I’ll show my projects with some gifs or a trailer for a quick look!

Virtual Dutch public transport and Virtual oV

https://www.meta.com/en-gb/experiences/dutch-public-transport/9292485027494154/ – Meta Store

Trailer Link

The game was made by extending an already made game in Unity called Virtual OV.
Virtual OV is an education tool to help teaching neurodivergents how to use the public transport and deal with several public transport related situations in The Netherlands.
I have helped with Virtual OV as well, such as:

  • Demo for cycling in The Netherlands
    • Cyclists and car npcs
    • Railroad crossing guard
    • Traffic lights
    • Sound design
  • Navigation when asking where the toilet is in a station (and any other station related picto) using A* pathfinding

Features that were added for virtual dutch public transport were:

  • A whole new area called Berkerpoort which is modeled like Zaanse Schans
  • Several performance improvements (scripts disabling outside range, occlusion culling, reduced update calls, ellipsoid range checker)
  • Quality improvements (Anti-aliasing, lightmapping, baked shadows, skybox change to go from day to sunset)
  • Draw bridges opening and closing
  • Climbing up windmills
  • A tour boat driver
  • Ambience

Light Unseen

Far below the earth there is a civilization kept underground for protective reasons.
The civilization is divided into three layers, Sion and his family live in the lowest layer, called Edels Town.
Explore the underground, fight monsters, become stronger and earn the right to go to the middle layer.

Trailer:

This game is released on steam.

https://store.steampowered.com/app/2943130/Light_Unseen/: untitled post 97

It is made in Godot fully by me.
Pixelart was made using aseprite.
All assets were created by me, except for the audio.

The game has:

  • Abilities for player
  • System to obtain abilities based on conditions
  • Cutscenes
  • Topdown Fog
  • Varied monsters
  • Varied npcs
  • Simple statemachine for AI
  • Simple statemachine for cutscenes
  • Cutscenes based on conditions
  • Three forms of the player with different abilities
  • Map occluder
  • Bosses with attack patterns and conditional difficulty

Gathering

Npcs

Cutscene

Crystal Cavern

Boss Fight


Anima

In this project I was on the artist team instead of the programming team.
This was done remotely due to Covid-19 and we worked in a full developing team of 30 students, most being Dutch and a handful of them were Americans.

The game takes place in an abandoned temple where the player needs to overcome obstacles and solve puzzles together with her eagle.

After the eagle design was done, I had the task to create the eagle.
I did the 3D-modeling, uv-unwrapping, baking details, rigging, animations, sculpting details and importing into Unity.

The texturing was done by a fellow artist.

Full process shown below:


Klunkers

This was a project for my internship at Sindria. The project lasted six months.

Klunkers is a VR game for the Oculus Go.
It takes place in a post apocalyptic setting where humans are extinct and robots have taken over the planet.
The robots have divided the planet in corporates. Each corporate wants more, so there is a war starting.
This is why the player has been assigned as a mechanic to make robots be able to fight for the war.
This includes repairing, updating, patching and trashing.
However it’s not that simple, the corporate who hired you wants you to follow certain rules (protocols) for repairing the robots.
Failing to follow the rules too many times, the player is done for.

VR Robot repair game

Infinite Tachyon

This was a project made in the second year of school which took six months to make. The game was made by six people, including me. I was working as artist and programmer at the same time.
Infinite Tachyon is a Real-Time-Strategy game involving a round world which shrinks over time due to it being eaten by something unknown.
Each player has a randomly moving island as a base, which they need to build their constructions on in order to make units.

For this project I’ve done the following:

  • Programmed behaviour for workers
  • Programmed the capture of outposts
  • Programmed the spawning of units
  • Programmed the colours of players
  • Created the models of units
  • Created the animations and particle systems for units
  • Programmed the water shader
An Real Time Strategy Game made in Unity with local 1v1 networking

Dungeon of Death

This was a project in the second year of school which took me 3 months of time.
It is my first Unity made game made by only me.
In the Dungeon of Death you start off in a dungeon where you as a wizard must try to survive your way out of the dungeon!
This is a sort of mystery puzzle rpg game.

Teleport mechanic
Dialogue, Story telling
Puzzle aspect
Special scenes
Boss fight

Stan the little genius man

This was a duo project lasting six months in my first schoolyear.
Stan the Little genius man (name not chosen by me) is a top-down shooter.
Stan finds himself stranded on a different planet with his friendly robot.
The robot tries to find ways back to home, but the robot attracts many aggressive cats. Stan invented a way to deal with the cats and that is with a water gun!
It was made in Processing using Java.
I’ve programmed the following for this game:

  • Player interactions
  • Tile system
  • Scoreboard
  • Drawing only what is seen (Occlusion)
  • Projectile behaviours
  • Animations
Using water guns you need to fend off the cats from your friendly robot!
In this game we’ve made several other enviroments using a tile system
Scoreboard

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