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Portfolio

An overview of my current and previous projects

​Last update: 24/01/2024

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Laughing Lily (2024)

Game Design, Programming, Visuals

This game was made for the 2024 Global Game Jam around the theme: "Make me laugh". The development took place over several days together with 3 friends. I was in charge of programming and visuals. Together we worked on the game design.

The game is a mix of a Visual Novel with some Puzzle Platformer segments. You play as Alex, who's crazy girlfriend needs to be kept content using his wits and humor. As the stories progresses, chaos ensues..

More coming soon
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FNAF Project (2023 - Present)

Programming, Game Design, Environment Design, Lighting, UI/UX Design, Visuals, Virtual Reality

Currently, I'm rewriting a 4 year old project of mine, trying to recreate a faithful Five Night's at Freddy's experience. The aim was to create more modular and reusable code, that can easily be expanded upon to create twists on the original game design. The core foundation is now completed, with some fixes and system improvements left. Virtual Reality support is to be added.The design for all original content is in-progress.

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Assets are not final, and those that I do not own the rights to will be changed in any upcoming release.

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The current code-base is available on my Github

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Metal Gear Solid VR (2021 - Present) [On hold]

Virtual Reality, Programming

This project aims to create and actual VR -experience of the classic Metal Gear Solid VR-Missions.  The goal of this project is to learn Unity's new Open XR framework for multi-platform development, while combining it with my love for the Metal Gear Solid Franchise.

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Currently, this project is still work-in-progress and many assets are the original game assets from Metal Gear Solid and Metal Gear Solid 2: Sons of Liberty.

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I do not claim ownership of the assets used that I'm not the creator of. All rights belong to Konami and Kojima Productions.

More coming soon
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James Bond 007: Gun-barrel (2021)

Animation, Lighting, Materials, Visual Effects

This was a small project I worked on after having watched No Time To Die (2021). As a long time James Bond fan, I love the iconic introduction sequence and always wanted to make my own.

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In the span of a day I worked on creating the gun-barrel effect in Blender, which required some material and texture work, and a lighting setup that would give the enhance the gun-barrel effect.

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Once I was satisfied, I rendered it and put it in Adobe After Effects to create the rest of the sequence and finally imported it into Premiere Pro where I added the music.

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Tank Mania (2021 - 2022)

Art Direction, 3D-Modelling, Game Design, Level Design, Programming

Tank Mania was currently still early in the prototyping phase, so not much can be said at this moment. Game mechanics, art and story are not final and are very likely to change during development.

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Currently, I am working on the game design together with my team, while also working on the level design, user interface design and some programming. Finally, I am exploring art directions by creating concept art and 3D-models.

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Creative Technology - Bachelor Thesis (2021)

Virtual Reality, Programming, Research,
Environment, Game & Interaction Design

For my Bachelor's Thesis I created a VR application with Unity, that stimulates bodily movement through creativity to improve the design process.


To achieve this, I researched Embodied Design principles, Embodiment and Virtual Reality interactions.

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Click here to watch the demo

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Render Gallery (2020 - Present)

Rendering, Composition, Shading, Materials, Lighting, Posing, Animation

A gallery featuring renders that I made over past few the years using Blender and Maya. For these works, I mainly try to practice and improve various skills, such as composition, shading, lighting and posing.


Disclaimer: Some of these works contain assets that I did not create.

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Last update: 04/02/2024

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Hello Burglar Prototype (2020 - 2021)

Level Design, UI Design, Visual Direction

Hello Burglar is an physics-based asymmetric multiplayer game where the player plays the role of the Burglar or the Home owner. The goal of the burglar is to steal as many valuables as possible, while the home owner has to stop and capture them.

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For this prototype, I worked on creating the level layouts, which evolved as we iterated on the game mechanics.

In addition, I worked on the design of the User Interface, where my focus was on communicating the most important information to the player, while not distracting them from what happened in-game.

Finally, I worked on the visual direction where I tried to create a sense of darkness and tension, using volumetric fog and dark scenes. Unfortunately, as we never reached far enough in the development phase, many assets consisted of placeholders.

More coming soon
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Animated Storytelling - Gaming (2020)

Animation, 2D Vector Art, Storyboarding

An animation I made for the course Animated Storytelling that I made with a friend. It's an animation about gaming to inform people about the pros and cons of gaming, and to show that it has different applications.

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For this assignment, I worked on the storyboards in collaboration with my partner. I also made all the 2D assets in Adobe Illustrator and animated these in After Effects. Finally, I assembled all the resulting footage and audio from my partner into the final video using Premiere Pro.

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Aion VR Data-visualization (2020)

Visual Design, UI Design, Shaders

Aion is a Virtual Reality Data Visualization documenting the social narrative on Twitter during the COVID-19 Pandemic. All this is presented within an interactive Virtual Reality Experience made for the Oculus GO.

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For this project I worked on the shader  used to visualize the amount of Tweets that talked about certain topics. In addition, I worked on the UI and Visual Design of the main experience and main menus.

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A.I. - TEC ART (2019 - 2020)

Visual Exploration, Visual Effects

A.I. or Anxious Intelligence is an Art Installation that displayed at TEC ART Rotterdam in 2020, and is a combination of Interactive Media and Electrical Engineering. This work was done as part of Quite Serious Productions, in collaboration with fashion designer Hellen van Rees.

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A.I. explores the concept of an artificial intelligence that displays human emotions and fears. A crowd will make it anxious and withdraw into its inner shell made of fabrics that can contract through servomotors. Once the crowd becomes smaller, it will relax and slowly come out of its fabric shell. However, if you antagonize it by approaching it rapidly it will become angry, sometimes to the point that it just shuts down.

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Project Oizys (2019)

Level & Environment Design, Game Design, 3D-modelling, Materials, Shaders, VFX

Project Oizys is a safe virtual online social environment for people suffering from depression. Within the virtual experience, users can wander around a hiking-trail in the mountains, meet and have therapy sessions around campfires scattered around the world.


The Kinect is used to translate physical gestures into the virtual world. Allowing for more natural social interactions in combinations with voice chat.

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Techno Barbarian Prototype (2019 - 2020)

Visuals, Shaders, 3D-Modeling, Environment Design

Techno Barbarian was a 2.5D Metroidvania adventure game, mixing a 3D world with 2D pixel-art sprites. It was inspired by games such as Hollow Knight and took influence from Japanese culture in it's lore. It was an adventure spanning over multiple islands split by various factions who each embodied different elements, based on the environment of their respective island.

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For this project I acted as the 3D-artist, which means I worked on things such as 3D-models, materials, shaders, VFX, lighting and the environments. Unfortunately, this project was shelved due to Covid.

More info coming soon
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Crystal Frenzy (2019)

3D-modelling, Rigging, Animation, Materials and Environment, UI & Game Design

A 3D Rogue-like real-time strategy game, where the player commands an army of Goblins who must fight against the Furst that protect their forest's magical life crystals.

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For this project, I worked on 3D-modelling the characters, buildings and scenery assets. Additionally, I worked on the Game Design and User Experience. I also designed some UI-elements such as the icons. Finally, I worked on the Main Menu front-end.

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Lurian Cube - GOGBOT (2019)

Art, Arduino, Hardware

Lurian Cube is an Art Installation made for GOGBOT 2019 fitting it's theme of Bio the new Digital.

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Lurian Cube explores the concept of a dystopian future where a corporation offers you the possibility of becoming the perfect version you. All that is required is a complete scan of your body. During the scan the user will experience an interactive audio-visual experience that reacts to their movements. After which the user will leave empty handed, leaving the user to question where their biological and genetic data went.

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Lurian Cube was awarded with the 100% FAT Award, for the best Creative Technology installation.

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Yavin IV Rebel Base (2019)

3D-Modelling, Materials, Lighting

For this assignment I was tasked to create a 3D-model using Autodesk Maya, to show the skills I learned over the modelling course within the Interactive Media module.


I decided to create an environment inspired by the Rebel base featured in Star Wars Episode IV: A New Hope. This meant many bulky retro looking terminals and displays. I decided to use some of the iconic set-pieces from the films, such as the command terminal displaying the imminent threat and a hologram of the Death Star. As this base is built inside an old temple, I went for a heavy atmosphere and moody lighting.

Don't hesitate to contact me about my past work experience, skills or previous work.

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