The Watcher

Narrative Designer

Date:February 2017 – July 2017

Overview

The watcher is a game designed to provide a narrative experience. You as the player take control of the watcher and is guiding Anna through her life.

Title: The Watcher
Platforms: PC
Engine: Lumberyard
Genre: Narrative Puzzle
Time: February 2017 - April 2017
Team: Creative Minds(17 members)

Responsibilities/Achievements

- Achieved a better narrative experience through playtesting and concepting.

- Responsible for various narrative chapters and dialogue.

- Achieved a certain level of engaging story through research, playtesting and iterations.

- Responsible for maintaining documents related to narrative elements.

Toon York Story

Level Design/ QA

Date:November 2016 – February 2017

Overview

Toon York Story is a game based on the cartoon series designed to experience the characters Chris and Roxy. A project in collaboration with http://toonyork.com/

Title: Toon York Story
Platforms: PC & PS4
Engine: Unreal
Genre: Action Platformer
Time: November 2016 - February 2017
Team: Existential( 15 members)

Responsibilities/Achievements

- Achieved a cooperative platformer through level design.

- Responsible for different levels, a feature team and puzzle design

- Achieved a certain level of complexity in gameplay through puzzles

- Responsible for managing a feature team throughout development

N.I.M.B.Y!

Level Design

Date: January 20- January 22 2017

Overview

N.I.M.B.Y is a 2 to 4 player Game Jame where neighbors with their leafblowers try to keep their lawns clean. let the games begin!

Title: N.I.M.B.Y ( Not In My Backyard)
Platforms: PC
Engine: Unity
Genre: Couch Brawler
Time: January 20 - January 22
Team: Leafblower ( 9 Members)

Responsibilities/Achievements

- Achieved a better gameplay experience through designing a 2 and 4 player level

- Responsible for concepting power ups, levels and tweaking.

- Achieved the fun of a couch game in the time of 3 days

- Responsible for maintaining Trello board and team maintenance

War Photo Hero

Narrative Designer

Date: September 2016 - December 2016

Overview

War Photo Hero is a slow paced game, where the player controls a war photographer  in a hostile city. The player constantly has to be aware of his surroundings in order to not get caught and successfully make the picture that counts .

Title: War Photo Hero
Platforms: PC
Engine: Unreal Engine
Genre: Action Adventure Stealth
Time: September 2016 - December 2016
Team: War Photo Hero (9 members)

Responsibilities/Achievements

- Achieved a better narrative experience through playtesting and concepting.

- Responsible for a core story fitting with the game concept.

- Achieved a certain level of engaging story through research, playtesting and iterations.

- Responsible for maintaining documents related to narrative elements.

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Gnomes!

Lighting Artist/ Level Designer

Date:May 2016 - June 2016

Overview

Gnomes! is a horror based puzzle game, where the player controls a small kid who visits his grandma. Soon you discover that the house infested with haunted gnomes whom have abducted your grandma.

Title: Gnomes!
Platforms:  PC
Engine: Unreal Engine
Genre: Horror Puzzle game
Time: May 2016 - June 2016
Team: Gnomes! (10 members)

Responsibilities/Achievements

- Achieved a better environmental feel through various lighting layouts

- Responsible for lighting all relevant game scenes.

- Achieved a certain level of engaging gameplay through authentic scenes.

- Responsible for maintaining documents related to lighting design.

Tale of Two

Level Design/ Team lead

Date: February 2016 - July 2016

Overview

Tale of Two is a game designed for parents with small children. The story is a of a Parent and Son fuzzy monster in search of new friends. They come across a village where they try to help the local people in order to become loved.

Title: Tale of Two
Platforms: PC, Playstation
Engine: Unreal Engine
Genre: Adventure Puzzle game
Time: February 2016 - July 2016
Team: Existential(15 members)

Responsibilities/Achievements

- Achieved a organised team environment and communication through team lead tasks.

- Responsible for overseeing the project and maintaining a certain product quality.

- Achieved a certain level of cooperative gameplay fitted for both parent and child.

- Responsible for maintaining documents related to Level Design and planning.

Rhizome

Level Designer

Date:November 2015 – February 2016

Overview

Rhizome is a multiple unreal tournament map suited for 4 to 6 players.

Title: Rhizome
Platforms: PC
Engine: Unreal Engine
Genre: First Person Shooter
Time: November 2015 - February 2016
Team: Solo Project

Responsibilities/Achievements

- Achieved a better understanding of game metrics through playtesting

- Responsible for various iterations of levels

- Achieved a certain level of engaging gameplay through research, playtesting and iterations.

- Responsible for maintaining documents related to level design.

Monday Man!

Level Designer

29 January 2016 - 31 January 2016

Overview

Welcome to the most terrifying ritual know to man: your first day at your new corporate job. At Trnslt Inc, your job is to translate and relay all orders from your boss to your alien colleagues. Don't get the message wrong, though, because one slip-up too many may cost you your job! Now, report to the boss and receive your first assignment.
Title: Monday Man
Platforms: PC
Engine: Unreal
Genre: Action puzzle game
Time: 29 January 2016 - 31 January 2016
Team: Watchamacallit 11 Members

Responsibilities/Achievements

- Achieved several hardcore levels through Level Design

- Responsible for Design Lead tasks such as Design tasks, Design decisions and cooperation with Art & Programming lead.

- Achieved a certain level of harcore gameplay through tweaking of game variables.

- Responsible for maintaining GDD throughout development

Crashtastrophy

Level Design/ Lead Designer

February 2015 - July 2015

Overview

Crashtastrophy is a very fast-paced game, where the player controls a bumper car in a hostile city. The moves at a constant pace, avoiding lethal obstacles, gathering collectibles and finishing levels.

The game was initially developed for PC, but as the controls lend itself well for mobile, we continued development for android.

Title: Crashtastrophy
Platforms: Android, PC
Engine: Unity
Genre: Action puzzle game
Time: February 2015 - July 2015
Team: BoInc (10 members)
Awards / recognition:
NHTV - Best game design Y1 block C&D
NHTV - Best game Y1 block C&D

Responsibilities/Achievements

- Achieved several hardcore levels through Level Design

- Responsible for Design Lead tasks such as Design tasks, Design decisions and cooperation with Art & Programming lead.

- Achieved a certain level of harcore gameplay through tweaking of game variables.

- Responsible for maintaining GDD throughout development

Tusik

All Round Designer

Date:August 2014 - January 2015

Overview

Tusik is a competitive memory game where you play as two rival clans fighting to first save the relics stolen by the others.Use traps from your perspective tribe hinder your opponent and claim your victory.

Title: Tusik
Platforms: PC
Engine: Unity
Genre: Competitive Puzzle
Time: August 2014 - January 2015
Team: Whiteboard Ind. (10 members)

Responsibilities/Achievements

- Achieved a better competitive gameplay through various versions of combat design.

- Responsible for concepting and designing game mechanics fitting a competitive memory game.

- Achieved historically accurate gameplay items through research

- Responsible for maintaining documents related to concepting and designing.

About Me

Education:
International Game Architecture and Design
NHTV - University of Applied Science.

Application Designer MBO Level 4
Rijnijssel

Expertise

Level design 70%
Game Design 60%
Narrative Design 70%

Game Engines:
Unreal 4
Unity
Lumberyard

Hobbies
Hiking - Gaming - Karate - Reading

A little bit more about me

I love being a designer, creating that one unique experience for players. I aim for that moment : "That was awesome, can you do that again?". I'm currently a third year game development student studying International Game Architecture and Design (IGAD) at the NHTV in the Netherlands.

I wasn't always sure I wanted to be designer, I first wanted to be a programmer of games. Not having any experience in this, it was hard getting into a proper university program, so in order to get in I followed a programming education on a lower level. After that I found out about game design. Making games started at the education, but I did not stop there. Reading related books, thinking about design, analyzing existing games, everything related to game design. Designing a world, a level, figuring out where the player wants to go, interact with and where they are looking is a challenge to get right, and if done correctly really rewarding.

The general area of design is what interests me most. Figuring out the rules and the best way to convey a certain mechanic to the player. I have general knowledge about art and programming, but primarily focus on concept, level design and narrative.

Software:
Photoshop
Visual Studio
Perforce - SVN
Microsoft Office
Visual Paradigm
Twine
Maya
Trello

Certificates
ITIL Foundation
CCNA Exploration: Network Fundamentals
Windows Server 2008 Active Directory Configuration
Microsoft Windows 7 Enterprise Desktop Support Technician
IT Essentials PC Hardware and Software