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:
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Team Size: Solo Project
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Tools: UE4, C++, SourceTree
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Platform: PC
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Project Duration: 5 months
My Responsibilities:
Game Physics
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Hovering: Uses PID controls for more precision and ability to fine-tune variables.
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Custom Gravity: Allows for vehicle snapping to track in any direction (i.e. driving upside down).
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Movement: Physics-based Acceleration, Braking, Turning.
Artificial Intelligence
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Steering Behaviour for simple movement around track. To be expanded to Context Steering.
Gameplay
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Position tracking along custom-built level.
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Time keeping for laps.
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:
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Team Size: 8
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Tools: C++, SourceTree
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Platform: PC
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Project Duration: 5 months
My Responsibilities:
Artificial Intelligence
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Implementing a node system for units to follow.
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Coding a custom Behaviour Tree system for NPC units.
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Iterating on existing subsystems such as Collision Avoidance and Swarming.
Tools
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Created and iterated on the level editor tool for selecting and applying transformations to objects.
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Includes Undo and Redo functionality.
Professionalism
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Followed the in-house code style
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Collaborated and communicated regularly with teammates from different nationalities and backgrounds
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Gathered feedback from all colleagues and applied it to my next iterations.

Bone Voyage
An adventure game aboard a ship to the afterlife.
Project Description:
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Team Size: 37
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Tools: UE4. Blueprints, C++, Perforce
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Platform: PC
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Project Duration: 8 months
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45,000+ views
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25,000+ downloads
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Winner of IndigoX 2019 Award: Most Commercial Potential.
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Best Game Art of Year 3
(Breda University award)


My Responsibilities:
Concepting & Research
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Breaking down gameplay elements from reference titles
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UE4-PS4 compatibility
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Prototyping for proof of concepts
Pre-Production
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Created and iterated on core gameplay features for the horizontal slice.
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Added particle effects for the vertical slice.
Production & Release
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Created tools for custom door & key events, making sure they would function with the Level Streaming, Audio, Quest System and Dialogue plug-in.
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Built and iterated upon core gameplay abilities.
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Bug fixing
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Polishing
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Refactoring systems
Drivinity
An anti-grav racing game made for the PS4 on a custom engine.
Project Description:
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Team Size: 21
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Tools: PhysX, CMake, C++, C#, Perforce
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Platform: PC/PS4
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Project Duration: 16 weeks
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Best Game Programming of Year 2
(Breda University award)

My Responsibilities:
AI racing
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Research and apply Steering Behaviours and Context Steering to the AI vehicles
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Prototyped in Unity (C#)
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Implemented in the project (C++)
Architecture
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Setting up a UML class diagram for Vehicle movement and AI
Role as a developer in a larger team
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Performing and requesting code-reviews in P4V
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Working on a project with multiple systems
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Collaborative work by engaging in pair-programming
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Communicate my progress and issues with the team in our daily stand-ups
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Polishing and bug-fixing
Candy Chaos
A third-person combat game made for PC.

Project Description:
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Team Size: 12
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Tools: UE4, Blueprints, Perforce
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Platform: PC
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Project Duration: 8 weeks
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Best Game Art of Year 1
(Breda University award)
My Responsibilities:
Gameplay Programmer
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Adding Player Movement
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Setting up and polishing NPC combat AI
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Implementing some animations
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Health System
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Boss Fight (collaboration)

Listen Closely
A driving-sim developed for the Global Game Jam 2018.
Project Description:
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Team size: 6 people
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Tools: Unreal Engine, Blueprints, Perforce
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Platform: PC
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Project Duration: 48 hours
My responsibilities:
AI Programmer
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Program the path-finding using Manhattan Distance
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Navigation system used to guide the player through level
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Designing the AI
Barrel Roll
A custom-controller runner where you steer and balance a pig on a barrel.
Project Description:
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Team Size: 6 people
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Tools: Unity, Arduino, Perforce
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Platform: PC
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Project Duration: 3 weeks
My reponsibilities:
Product Owner
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Vision holder
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Elaborate High Concept Document and Product Backlog
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Present our project to peers and lecturers
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Conduct team meetings
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Research reference titles