In this portfolio you'll find images of games I've worked on, descriptions what those images represent, ideas I've had for those games and other kinds of info about those projects
Please note that the following projects are not in chronological order and this portfolio is a work in progress, meaning some projects are not present here and some do not have sufficient info presented. My sincere apologies if something is not complete.
You can find my CV at the end.
The following is a solo project for a school course and afterwards I continued this project for fun. The project is made in Unity , various bought/free assets and C#
The game is a sort of horror-like game in which you need to escape a certain area. The player has to pick up various objects and use them in order to escape.
My inspirations for this game are Alien: Isolation (my favourite horror game) and Stanley's parable.
Above is a short look of the game
The player starts in, what looks like, an abandoned underground base. Here the objective pops up and a journal is displayed. In this journal the player sees what the character thinks about certain objects, places and so on. Objects can be placed in the inventory which at the start is only filled with a flashlight. The adventure starts at that point and the player can explore the base. The journal gets updated when something happens.
I intend to make the game without an escape, as a sort of plot twist. Basically when you 'escape' the game either kills of the player or resets the game in a similar fashion to Stanley's parable. Basically purgatory.
Various enemies would torment the player, in the current prototype there are two different types; a wondering(on patrol) enemy and a jump scare enemy. Other types would be; an enemy that teleports all over the place acting like a wall to block the player, a weeping angel type that gets closer with every intel piece grabbed/time elapsed(bit like slenderman), an enemy that just rushes by fast without attacking the player(to scare the living hell out of the player) and the world itself because it would change on every loop.
Currently the 'base' is in space or some kind of dimension, when the player sees a glimpse of the outside they can see they're not just anywhere, they're nowhere.
Few of the things that I find important is the feel of the game. Like heavy breathing, fast heart beat, low visibility, creepy music... Rather than fancy features. I primarily focus my attention on design and trying to implement to give the game the necessary helpless horror feel and a compelling narrative.
What makes me so interested in this project compared to other projects is the reaction of players. Seeing them react to the game makes it all worth it.
Another thing that makes this project for me special is my 'design' document. This document started off as a checklist and grew into a whole chaotic spectacle with most of my ideas.
The following is from a group project called Spoopy. In which my main focus was design, creating the horror-like feeling that you as a player 'control'.
In this game you play as the horror, trying to get rid of the residents.
The goal is quite simple, spook every living thing in the house by triggering objects and other interactions so the residents, at some point, abandon 'your' house before dawn. To counter your presence the residents hire an exorcist to get rid of you, from whom you've to keep your distance or risk being exorcised out of 'your' own house
This game was made in the period of October 2016 - January 2017.
As seen in the unity editor, we made the area large to give the player the feeling to explore a little. With lightning, bright moon and a very dark setting the area surrounding the house looks right out of a horror flick.
Other things I wanted to add was a deep mist to sort of cover the land, and after that make things move in the mist. Though I put this idea more to the background because the player is the horror and we wanted to put our focus more on spooking the residents rather than spooking the player, other than the time we had.
In-game look(one of the prototypes) of what the player sees when standing in front of the residence.
A few examples of which I've worked on:
The bright full moon orbits the map in only one line never leaving the sight, giving off the vibe that something unnatural is happening around the place. Never leaving the presence of the player and giving off light whenever it passes casting shadows in and around the house. This also helps when all other light sources are out.
Random lightning strikes(bright flashes only) occur around the house keeping the dark vibes alive at random moments. Keeping an edge on the theme, yet not very much on the foreground to give the player the feeling he or she is the horror. Instead of trying to scare the player.
The lampposts in the front are setup to present the house in a wealthy manner yet with the light tint to keep a bit of an old and a dark vibe to it. Perhaps to give off that the manor is old. This is reinforced with the tree in the middle, a white old looking tree with spotlights on it. Another sort of way to tell the player a bit about the story of the manor.
The player also gets direct feedback on every resident's 'spook' levels(top right), when the meter is full the resident flees the residence and runs off.
The player also has two abilities to help him/her. One to see the residents through the walls and another to drop a ghostly bear trap. Yes that's right, a bear trap.
The player starts off in the little 'tomb' on the left, the room itself is dark with some dark red lights like a demon or ghost(the player) has awoken from slumber. Immediately the player is forced to meet the first passive ability, being able to move through walls(due to there being no door and the controls being made to float). The first thing the player sees when going outside is the vast area around the manor in which the player has a choice to explore or go straight for the house.
The idea of the placing of the tomb is that it is hard to spot, sort of unknown to the residents of the house, or known yet not investigated. This gives the player a sort of safe place, residents do not come close to the tomb.
As seen in the unity editor without light effects, here you can see the massive size of the area outside, multiple times larger than the house.
I had ideas and plans to make trees and bushes on the map in which the player could interact with. Making them move in an active way, drawing a lot of attention with loud cracking and wind sounds. Making the house less of the focus. Giving the player more possibilities to lure the residents out of the house and in terms spook them even better if done right.
Finally inside of the house you can see there are a lot of lights. This is done because every light bulb every chandelier is an object you can interact with. The little pink blobs are the residents who walk around the house, investigating weird noises and such. Also every vase, piano, water tap, door, window, chandelier... are interactable objects. Some objects like vases you can break which can spook the living hell out of a resident who stands close to it or make a resident investigate which does not spook a resident nearly as much.
One of the things I've made into the game is with every light turned off the theme gets sort of darker this also effects the player as you can see less. Other ideas I've had was to increase a sort of horror like music whenever it gets darker.
We wanted to make the player somewhat vulnerable to an extent that you can't just float around and that is where I came up with an exorcist. The exorcist with the white globe above his head patrols the house and cleanses room by room. When the player gets too close you'll hear the exorcism being performed and slowly fading your screen as you are exorcised out of your own house.
Also you can see how dark it gets when the lights are turned off, with the only light source being the moon and the occasional lightning strikes. As I've said before this creates a more darker theme, which also makes it harder for the player. Giving the player more of a sense to play with which lights to turn off and or on.
To give the game some plot we added an Easter egg room, together with the starting location(tomb) it gives you more of an idea who you are and why you spook residents. In the setting of horror we went with a demon like-idea. Upside down cross, dark red lighting and sarcophagus. We wanted to add descriptions of a family who lived in the house and now reside in the sarcophagus, yet cut it from the final due to time issues, like many other ideas.
When the player turns off more and more lights the Easter egg room lights become easier to spot. If it so happens that the player does not come across the small room by accident the player would definitely at some point spot some odd red lights through a wall. Also like the tomb, this room is a safe place zone for the player.
Our initial idea was to make a large mansion so I went on to design multiple floors with different layouts.
One of the first digital layouts of one of the main floors. A centre area for the stairs with on both sides rooms and a flow of doors. Also on every side at least one window.
One of the first prototypes of the house, purely for the layout and testing the first few features, like path finding(where the residents walk and how). Like the digital layouts I build this prototype, until a 3D model was build I could adjust minor changes in every iteration. Like a rooftop staircase.
This project was one of the most fun projects to work on, not only because of the team I was in but also because the project gave us quite a lot of freedom to twist the game in our own way. One of the things I like a lot about this that we can create something of our own and with some out of the box ideas. Which is also one of my qualities.
The following is from the first group project in my study called the last space defender.
In this arcade themed game you play a ship defending the earth from aliens and asteroids.
The goal is to get the highest score as endless waves of enemies come your way, with power ups to give you the edge and very odd powers some may grant you.
This game was made in the period of September 2015 - January 2016.
Enemies come in waves from the top and you have to shoot a certain amount to proceed to the next wave. Every wave more enemies come your way and more enemies need to be taken down.
Your ship has health that can be upped(to the max of 5) with one specific power drop. Every object that collides with the player takes one health from the player, and also destroys the other.
The earth has a few 'lives' and with every enemy that passes the bottom one 'life' is lost.
The power drop gives one of the following power-ups: ship health, 'Goat mode', 'God mode', attack boost and a nuke,
The 'god mode' gives your ship invulnerability for a short period of time, with this you can collide with everything rather than shooting at them.
One of our selling points is the power-up that gives the player the notorious 'Goat mode'. In this mode the player shoots goats strapped with explosives for a short period of time. Giving a comedic vibe to the game.
The attack boost power-up grants the player an attack speed increase for a short period of time. These power drops can also be stacked and combined for a more powerful effect. Like shooting dozens of goats while crashing into the enemies with the god mode, total chaos.
The nuke power up grants the player a nuke that can be shot to clear the entire field of enemies, this is the only power-up that cannot be stacked. (and one of the features that has bugs in our final build)
Most of the Sprites were made by me, together with a lot of the design. During the project I haven't done much programming, due to my interest being more into design. A year later I redone most of the game and added other elements into another engine also in a different programming language.
I liked this project because we made a small game that was very fun to play. We achieved what we wanted. A game that is fun for a short time(also that was one of the goals).
The following is from a solo project called SnakePool(unfinished).
This game is a snake game with a deadpool theme.
I started working on this game in September 2017 for a school subject, every now and then I've worked on it.
In a weird way you, deadpool, got smaller and changed into a little dot.
You've got to eat your way bigger by eating other dots.
Every level the colours change and some dots cannot be eaten if they're not eaten fast enough.
The following levels would introduce more difficulties(every level another difficulty added) like a dot that when eaten reduces your size(and score), another dot that eats your food, random portals that teleport you to another location on the field... et cetera. I started this little project for a school subject and continued with it to tease my creativity in which I can go far coming up with some ridiculous ideas.
I discontinued the project due to other obligations, I may return to it in the future.
The following is from a work in progress BreakOut made in Unreal engine using Blueprints
The game is a fairly simple break out game made to introduce me into Unreal Blueprinting, I continue this project because I enjoy working with Unreal and I want to learn more. (and I want to use this game for a school assignment later on) - which I ended up doing in Unity(Some Horror Name)
:here comes some screenshots of the game with descriptions:
I have a small document with my ideas and wishes for the game. Like introducing breakable walls, a simple enemy that moves around that does something(like bouncing the ball another way), funky music, a ground that consists of block that all reacts when the ball go over them changing their colours, making certain parts bloom like a shiny object, different levels, saving the score after the game closes, saving the score on name base, temporary upgrades(very vague I know), temporary handicaps(vague I know), difficulty degree, pretty animations, pretty textures and meshes, crazy lighting... and I can go on for a while. Will I work on all of the previous, probably not. Would I want that, hell yes.
Below you can find my Dutch CV