During my graduation internship, as part of my bachelor's thesis, I developed a tool for Unity that automatically provides a reference for scaling objects. The tool is published on the Unity Asset Store, with hundreds of active users.
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I’m a friendly and ambitious game developer currently based in the Netherlands. I specialize in tools and gameplay programming, and I always look forward to expanding my skill set. After graduating from the Creative Media & Game Technologies program at Saxion University of Applied Sciences, I’m now working on personal projects while preparing for future collaborations.
I’m a friendly and ambitious game developer currently based in the Netherlands. I specialize in tools and gameplay programming, and I always look forward to expanding my skill set. After graduating from the Creative Media & Game Technologies program at Saxion University of Applied Sciences, I’m now working on personal projects while preparing for future collaborations.
During my graduation internship, as part of my bachelor's thesis, I developed a tool for Unity that automatically provides a reference for scaling objects. The tool is published on the Unity Asset Store, with hundreds of active users.
With a team of only two, I managed to win a game jam with this fun game about ants. During it's development I learned about Firebase and used it to set up an online databse.
As a project for university, I made a short cinematic trailer with a team of fellow students, utilizing motion capture to create the animations. I learned a lot about the technology and the work-flow surrounding it.
As part of a project, I was tasked with improving on the work-flow of motion capture suits. I created a Blender plug-in for modifying motion capture data to create smoothly looping animations. This drastically reduces the amount of time artist need to spend on animation cleanup.
With a team of friends I participated in a game jam and created a communication based co-op exploration game. It was inspired by Keep Talking and Nobody Explodes and was very successful in the jam.
Recently I had the great oportunity to intern at VR Storm Studio and work with them to develop DFUSE, a competetive tactical FPS. I was able to learn a lot about commercial development and large scale project structures.
During my time at VR Storm I was responsible for making the weapon movement system for DFUSE. I was able to make a very competent and modular system that allowed us to configure complex movements for all scenarios.
As a personal project, I decided to write a Minecraft-like voxel rederer in C# with Raylib. It proved to be a very fun project that I still work on from time to time. There are still many optimizations to do but it is in a usable state.
I took part in Sebastian Lague’s chess coding challenge where I had to write a chess bot with as few lines of code as possible. This project taught me a lot about code optimization and was very enjoyable in general.
In my quest to create a multiplayer FPS game, I tackled the world of networking. I taught myself the ins and outs of multiplayer game architecture, learning about stuff like client-server interactions, synchronization, and managing delays. This learning curve helped me bring my game to life in an online environment and gave me a solid understanding of what makes multiplayer games tick.
At university, I had the exciting opportunity to design and decorate a level for a multiplayer FPS game. I took a hands-on approach, constantly testing and gathering feedback from players to improve the level iteratively.
To expand my knowledge of game development and explore my artistic side, I decided to teach myself how to write shaders. As a result, I created a cool grass shader that not only interacted with the environment but also had a unique stylized look.
Not stopping at the grass shader, I also dabbled in creating a stylized water shader. It was a fun experiment that allowed me to dive deeper into the world of visual effects and push my shader skills even further.
To challenge myself and gain experience in plugin development for the Godot game engine, I developed a plugin that made it super easy to place and render millions of meshes efficiently. Here I am using it in combination with my grass shader.
As part of a university assignment, I explored the basics of animation in Blender and created a walk cycle. It was a great opportunity for me to learn animation techniques and put my game development skills to the test by developing a character controller to make the animation come to life.
In order to combine my web development skills and passion for game development, I decided to deploy one of my projects online using the React framework. It was an exciting way for me to learn how to develop games for the web while showcasing my web development abilities.
In a challenging but rewarding university project, I took on the role of project lead within a team of seven talented individuals. Together, we created an amazing game in just two weeks, pooling our creative ideas and technical skills to deliver an immersive experience for players.
My journey in game development began with Scratch. As a kid, I spent almost all of my free time tinkering with projects, creating little mini-games. For me, it was the definition of fun. Back then, I didn't even know what a loop or function was, yet I was already using them through the simple building blocks of the website. Because of this, my transition into using proper programming languages and game engines was smooth. Unknowingly, I spent years training myself for the programming mindset. With the eventual goal of becoming a game developer firmly in my mind, I spent the majority of my studies working towards that purpose. Which included an IT specialized high-school, courses in game development, personal projects, and a degree in Creative Media and Game Technologies. Nowadays, I spend my time practicing by making my own games and expanding my portfolio, in hopes of entering the industry-proper.
contactsoma.dquz4 at slmail.me