Herald is an interactive period drama set during the 19th century.
It plays as a mix between an adventure game and a visual novel.
It features lovely 2D art pieces, as well as 3D environments.
As Wispfire's graphics programmer, my task is to make the 3D environments fit the established 2D art style.
This task encompasses shader programming and the development of environmental systems, such as Herald's Cloud System.
Other programming tasks relate to artist control (editor tools), graphics quality, and performance.
Herald is currently in development. Official websites: Herald and Wispfire.
Peaceful Era is a competitive local multiplayer platformer.
Its main mechanic revolves around gravity-bending projectiles players fling at each other.
The game is set in a future where weapons inflicting direct harm have been banned.
It features a retro-futuristic art style, inspired by Moebius.
Peaceful Era is in development at DobbleStone, a company I co-founded with fellow (former) students from the Utrecht University.
DobbleStone's goal is to offer all team members (9 at the time of writing) the experience of developing a game from start to finish, while claiming no more time than anyone can miss from their studies.
Every second weekend, the team meets for a 2 day game jam, to work on Peaceful Era.
My personal responsibilities vary from core programming to PR, and from (level) design to business.
I programmed Peaceful Era's dynamic game camera, radial menu system, and several editor tools for Unity.
Peaceful Era is currently in development. Official website: DobbleStone.
In 2016 I wrote a paper on the history and implementation of virtual textures.
Virtual textures are a technology which memory manages texture data, to allow the use of textures so large that they would not fit within graphics memory.
Over the last years virtual textures have come a long way, and by now they have gained hardware support.
Despite the hardware support however, a software pipeline is still required, and for compatibility reasons one might even prefer developing a solution completely in software.
The paper describes the required steps within the virtual texture pipeline, and challenges that come with its development.
Paper currently not available for public download. Copies distributed by request.
Indievelopment is a yearly independent game development conference in the Netherlands.
It is aimed at the game development industry and students aspiring a job in this industry.
Developers and students from all over the world share their experiences and are given the chance to extend their network.
I helped organise the fourth edition of the event, which was visited by almost a thousand visitors.
Preparation for the event took about a year, during which I was responsible for public relations and the Indievelopment 2015 Audience Awards.
It was a interesting journey, which took me to Camgescom and GDC to talk to sponsors, and had me mail and visit dozens of schools and teachers.
Preparations of the event took a lot of time, often daily, but the final event and the interesting people I met during its organisation were definitely worth it.
Smeris: Off The Record was a prototype developed for BNN, a Dutch broadcaster.
The game was based on crime television series Smeris (Dutch for 'cop').
It plays as an interactive comic book.
The narrative explores the stories of secondary characters from the television series.
As a programmer in a team of four, I developed the camera and dynamic interaction system, which make up the core of the interactive experience.
Development took under 5 days and was part of the Summer Game Dev, organised by the Dutch Game Garden (DGG).
The BNN/DGG jury unanimously awarded Smeris: OTR the best game of the Summer Game Dev 2014.
Bichromia is a Global Game Jam puzzle maze game, played by two players.
Each player wears a pair of modified 3d glasses: one player has only cyan glasses the other has only red glasses.
As a result, the players play the same puzzles and mazes with different information.
Some buttons, walls, and traps are visible only to one player, while the other player needs to interact with, or avoid them.
Communication is key.
The game was created in Unity.
I was responsible for the programming and co-creation of the design.
Created within two weeks, Depends Who You Ask was a project at the HKU University of the Arts Utrecht.
The game was created using Twine, and has a strong focus on narrative.
The player follows an American detective, investigating the murder of a high school teacher at a student party.
Three students are interviewed.
Their answers to the detective's questions are chosen by the player.
This design was chosen to give the player insight in the internal worlds of the interviewees, who each experienced the evening in their own way.
There is a single story behind all of their answers, which is for the player to discover on their own.
My roles within the team were designer, writer, and web developer, creating a new look for the Twine interface of the game.