Gamejams, personal projects and more.
Moddeling Practize
Through time I've slowly been learning more and more about 3DSMax, both inside and outside of projects. By continuously returning to modeling I keep iterating on my skill and overall tool knowledge which has proven very useful to my level design process.
Being knowledgeable of 3D software has helped me greatly in speeding up my process as a level designer and conveying the thematics of a play space. I'm more knowledgeable about environment art and have a overall easier time communicating with the art team.
As I get better and better at hard surface modelling I want to try and do more art focused project (the food cart is the first real project I'm currently working on) and hope do become much more sufficient as time passes.




Godmode
You’re God, ruling over the Island of Eden, and the Tree of Life ‘Yggdrasil’ is under assault from fiendish elementals. Obliterate them with your raw power of nature. Gather elements from your lands, combine and create weapons of natural disaster and defeat the incoming fleet of elementals to maintain Yggdrasil's might.
(Project was a 3 week project instead of a normal gamejam.)
My responsibilities as a designer included (but were not limited too):
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Initial concept and player persona.
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Project proposal to a team of assigned stakeholders.
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VR research and competitor analysis.
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Design of the movement system and player abilities.
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Implementation of haptic feedback on the VR controllers.
Valorant project
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Minecraft marketplace
Once Mojang got taken over by Microsoft, they released a marketplace that sells maps and art. Over the span of ≈18 months I worked with two major partner companies on roughly 10 maps that are currently available for purchase in the game. Of those maps I was fully responsible for two maps from concepting to release and everything in-between.
When the market place was very new, I tried to push our content above our competitors by using what I learned during school and use it for the concepts we worked on. Unfortunately the nature of the platform turned a different way, making original content too expensive.
Eventually I switched company to become a content manager for a smaller team. By doing this I learned a lot about managing content teams, preparing concepts and polishing content to a polished state for release.
Timmy's Castle
"A kid trapped in a abusive household, tries to keep the shadows of his life outside by building himself a castle made of pillows." Find the 12 treasures hidden inside the house, bring them back to your pillow's castle and upgrade it! Be careful! You have to manage the stress bar in order to not attract the shadow lurking around the house. Hide in your castle and regain your sanity!
My responsibilities as a designer included (but were not limited too):
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Concepting for the initial idea.
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Creating one of the three rooms used in the level.
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Creating, testing and balancing player metrics.








Minecraft commissions and Contests
Before even knowing about what Game Dev was I used to be heavily involved in the Minecraft building community. I took solo commissions from the biggest Dutch Minecraft servers and worked with teams on bigger projects commissioned by companies like Minecraft Education and Musefirenze.
Besides bigger contract work I did personal commissions, joined contests and made for fun art projects. Looking back at my time in the building community I learned a lot of skills that still help me today during the level design process.
(the slideshow covers a handful of projects I made in the past)
Take Care.N
Take Care.N is a singleplayer game where you play as a shop keeper while being chased by a wild Karen. Throw objects to stun her and avoid being hit by her deadly screams. The cops have already been called so just hold out until they arrive.
My responsibilities as a prop artist and designer included (but were not limited too):
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Concepting for the initial idea.
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Creating 20+ props to add on to the asset pack used for the environment.
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A highlight shader for all of the interactable items in the game.
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Hand drawn style VFX to clarify the enemies current status and attacks.













