Skills & Tools

Coding

C++

C #

UE4 Blueprints

Version control

Perforce

Github

SourceTree

Game Engines

Proprietary

Unreal Engine 4

Unity

Platforms

PS4

PC

IDEs

Visual Studio

Projects

Fly for Your Life

An anti-gravity racing game I made on my own for my graduation project in IGAD (Game Programming) at Breda University of Applied Sciences. 

I worked on the Game Physics, Gameplay and AI. Also, I designed the track using the Spline feature from Unreal Engine 4.

Project Description:
 

  • Team Size: Solo Project

  • Tools: UE4, C++, SourceTree

  • Platform: PC

  • Project Duration: 5 months

My Responsibilities:

Game Physics

  • Hovering: Uses PID controls for more precision and ability to fine-tune variables.

  • Custom Gravity: Allows for vehicle snapping to track in any direction (i.e. driving upside down).

  • Movement: Physics-based Acceleration, Braking, Turning.

Artificial Intelligence

  • Steering Behaviour for simple movement around track. To be expanded to Context Steering. 

Gameplay

  • Position tracking along custom-built level.

  • Time keeping for laps.

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Smooth-Turning-FlyForYourLife

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Smooth-Turning-FlyForYourLife

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Tools and AI
Tools and AI

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Simulation Hardware
Simulation Hardware

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Tools and AI
Tools and AI

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Internship at Mechamania

I worked  as a Gameplay Programmer for five months at Mechamania, an independent company that is developing a high-end, one-of-a-kind localized VR experience.

Over there, I programmed features in the studio's custom engine to enable specialized functionality needed for our simulation.

Project Description:
 

  • Team Size: 8

  • Tools: C++, SourceTree

  • Platform: PC

  • Project Duration: 5 months

My Responsibilities:

Artificial Intelligence

  • Implementing a node system for units to follow.

  • Coding a custom Behaviour Tree system for NPC units.

  • Iterating on existing subsystems such as Collision Avoidance and Swarming.

Tools

  • Created and iterated on the level editor tool for selecting and applying transformations to objects.

  • Includes Undo and Redo functionality.

Professionalism

  • Followed the in-house code style

  • Collaborated and communicated regularly with teammates from different nationalities and backgrounds

  • Gathered feedback from all colleagues and applied it to my next iterations.

Bone Voyage Gameplay
Bone Voyage Gameplay

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Bone Voyage flag
Bone Voyage flag

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Bone Voyage Gameplay
Bone Voyage Gameplay

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Bone Voyage

An adventure game aboard a ship to the afterlife.

Project Description:
 

  • Team Size: 37

  • Tools: UE4. Blueprints, C++, Perforce

  • Platform: PC

  • Project Duration: 8 months

  • 45,000+ views

  • 25,000+ downloads

  • Winner of IndigoX 2019 Award: Most Commercial Potential.

  • Best Game Art of Year 3
    (Breda University award)

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256-256-5d41edabc60f4fd2cf3c9f5d35d84045

My Responsibilities:

Concepting & Research

  • Breaking down gameplay elements from reference titles

  • UE4-PS4 compatibility

  • Prototyping for proof of concepts

Pre-Production

  • Created and iterated on core gameplay features for the horizontal slice.

  • Added particle effects for the vertical slice.

Production & Release

  • Created tools for custom door & key events, making sure they would function with the Level Streaming, Audio, Quest System and Dialogue plug-in.

  • Built and iterated upon core gameplay abilities.

  • Bug fixing

  • Polishing

  • Refactoring systems

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drivinity

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drivinity1_flag (2)

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drivinity

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Drivinity

An anti-grav racing game made for the PS4 on a custom engine.

Project Description:​
 

  • Team Size: 21

  • Tools: PhysX, CMake, C++, C#, Perforce

  • Platform: PC/PS4

  • Project Duration: 16 weeks

  • Best Game Programming of Year 2
    (Breda University award)

     

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My Responsibilities:

AI racing​

  • Research and apply Steering Behaviours and Context Steering to the AI vehicles

  • Prototyped in Unity (C#)

  • Implemented in the project (C++)

Architecture

  • Setting up a UML class diagram for Vehicle movement and AI

Role as a developer in a larger team

  • Performing and requesting code-reviews in P4V

  • Working on a project with multiple systems

  • Collaborative work by engaging in pair-programming

  • Communicate my progress and issues with the team in our daily stand-ups

  • Polishing and bug-fixing

candyChaos_gameplay
candyChaos_gameplay

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candychaos_pic1

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Candy Chaos

A third-person combat game made for PC.

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Project Description:

  • Team Size: 12

  • Tools: UE4, Blueprints, Perforce

  • Platform: PC

  • Project Duration: 8 weeks

  • Best Game Art of Year 1
    (Breda University award)

My Responsibilities:

 

Gameplay Programmer

  • Adding Player Movement

  • Setting up and polishing NPC combat AI

  • Implementing some animations

  • Health System

  • Boss Fight (collaboration)

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Listen Closely

A driving-sim developed for the Global Game Jam 2018.

Project Description:

  • Team size: 6 people

  • Tools: Unreal Engine, Blueprints, Perforce

  • Platform: PC

  • Project Duration: 48 hours

My responsibilities:

 

AI Programmer

  • Program the path-finding using Manhattan Distance

  • Navigation system used to guide the player through level

  • Designing the AI

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Barrel Roll

A custom-controller runner where you steer and balance a pig on a barrel.

Project Description:

  • Team Size: 6 people

  • Tools: Unity, Arduino, Perforce

  • Platform: PC

  • Project Duration: 3 weeks

My reponsibilities:
 

Product Owner

  • Vision holder

  • Elaborate High Concept Document and  Product Backlog

  • Present our project to peers and lecturers

  • Conduct team meetings

  • Research reference titles