Polygonia Valley
Code: GitHub
After finishing my internship at Foru Solutions I started my next internship at an innovative software company called Brin.
Together with the game development team of Brin, I had worked on Polygonia Valley; An educational game in virtual reality usable by elementary schools.

​The team and I came up with several minigames so the players could entertain themselves inbetween the educational lessons.
The fishing minigame is based around one fishing rod that can be used as one of the tools in the game; These tools can be taken anywhere within the map and can be used by anybody.

​The goal is to successfully catch a fish by throwing out the bait and answering a simple math question. If the question is answered correctly the player will be rewarded with an informative tip.
While working on Polygonia Valley, the team and I came up with the idea of a maze filled with puzzles. This maze would be made for the same purpose as my previous project; An entertaining minigame within Polygonia Valley.

The puzzles in this maze all have their own purpose. Some puzzles open doors or move walls to unlock an extra area of this maze and some simply trigger an event.
Every member of the team came up with 3 puzzles each, so this maze holds 9 puzzles in total. This includes an escape room, a memory game, rotatable objects, etc.

This maze does not have a specific goal. the player is free to explore this maze and solve any puzzle.
Foru Solutions Demo
Code: GitHub
During my internship at Foru Solutions I was given the task to develop a simulation for one of their products; The Foru-70 oil skimmer.
The function of this skimmer is to remove a layer of oil from the water surface to keep the water clean for fish, fishing, sailing, etc.

The goal of this simulation is to clean up all of the oil as fast as possible without pumping up any extra water.
The skimmer and pump can be controlled using the inlate gap wheel and pump speed handle.

This simulation is being used by Foru Solutions to offer to their customers as a practice method since their products may appear complicated.
Mechanic Game
Code: GitHub
During the second year of my study as a game developer I had worked together with my classmate Twan van den Ham on an interesting educational game.
We came up with the idea of making a game where the player learns more about cars and car maintenance. This game is therefore aimed at a younger audience such as novice drivers that can apply this knowledge to their own cars.

The player can solve the car's problems by equipping the right tool in their hand aswell as answering a question correctly. This is done with the help of the hint booklet, which contains everything about all cars' problems and how these problems can be solved per car.

The player has 2 chances to solve a question. When the player has answered all questions correctly while holding the right tools, the game ends and the player will be shown which problems he failed to solve. This allows the player to improve on these specific points so they can apply this knowledge later on.
Project Scrapyard
Code: GitHub
During the second year of my study as a game developer my class and I planned on making a new first person shooter game, "Scrap²" (Scrap Squared). 
In this game you'd play in an arena (a scrapyard) filled with other players and computer-controlled robots, earning points by eliminating eachother in various ways like by setting up traps or simply shooting at the other players. The unique part of this game is that players can modify their weapons with lots of different mods that affect the weapon's statistics. In this way you are able to make a rapid shooting shotgun or a grenade shooting gattling gun. The mods would randomly drop in the arena or are dropped when a player is eliminated.

My task during this project was to make a complicated but flexible weapon system. Because of the ability to modify every weapon, I had to come up with a script that would affect the weapon in both positive and negative ways so the game would be fair to every player.

With this script all players are be able to modify weapons easily and make their weapons better or worse. The weapon stats are affected by every mod installed, it'll give the player a boost like a bigger magazine but a boon like a longer reloading time.

​Due to the COVID-19 virus spreading around at the time of working on the game we were not able to finish this project and had decided to cancel the process.
Project Patyna
Code: GitHub
Together with game artist Stef Gaal I worked on a virtual-reality game for the healthcare organization Patyna. In this project we had to come up with an idea for the careworkers to help elders with swallowing problems. It appears that in the care programs that these swallowing problems are not repeated very often and that students and staff therefore miss a lot of necessary information.

​We came up with the idea to use 180º videos and to give these multiple choice questions.

(Example: The Player sees the patient choking and has to choose the right option to help this patient.)
Perceived Intelligence
Code: GitHub
I worked on several P.I. systems; Dijkstra's algorithm, A.I. states, goals and steering behaviours.

Dijkstra's Algorithm: finds the shortest path between node A and node E in a weighted graph.

A.I. states: Wander (DEFAULT), Attack, Sleep


The A.I. wanders from point to point until it finds an opponent which it will attack.
When the A.I. gets exhausted from wandering or attacking it will travel to the Sleep point to rest.

A.I. goals: Work (DEFAULT), Sleep, Eat

The A.I. travels to the Work point as default. Once the A.I. becomes exhausted or hungry it will either move to the Sleep point or the Eat point.

A.I. Steering behaviours: Seek, Arrive, Wander


Seek: C
ontinuously chases the player.
Arrive: Chases the player until distance limit is reached.
Wander: Travels to randomly selected points.

Unreal Engine 4 Side Scroller
This is my first project made in Unreal Engine 4 and was made in the beginning of my first year study as game developer.
In this game the player plays as the ghost wandering through a haunted castle while collecting coins & power-ups and avoiding hostile ghosts & traps.

I made this project using Unreal Engine 4's blueprints and simple tilemaps, sprites & images created using the pixel art style.

View my current projects here:

Back to Top