PORTFOLIO

Here is a chronological overview of some my professional and past personal game-development related projects.

NavMeshes

When 2010
Platforms PC
Tech NavMeshes, A* path-finding
Languages C++
Contributions Triumph Studios, Education
Description
As part of my graduation project for my masters degree at the Technical University Delft I experimented with NavMeshes and path-finding A* optimizations for performing computer agent navigations. At Triumph Studios, I continued to incorporate this technology into their game engine.

Overlord 2

When 2009
Platforms PC, XBox 360, PS 3
Tech Gameplay, agents, A.I., tools
Languages C++
Contributions Triumph Studios
Description
Overlord 2 was a direct sequal to the first game. Some of the major improvements were: more dependable AI, deeper gameplay mechanics, more customization and an overall higher production value. Overlord 2 was released world-wide on Win32 PC, XBox 360 and PS 3 platforms. The game was also generally well received and earned a 79/100 Metacricit score and 8.4/10 User Score.

Overlord

When 2007
Platforms PC, XBox 360
Tech Gameplay, agents, A.I., tools
Languages C++
Contributions Triumph Studios
Description
My first professional game-development involvement was at Triumh Studios in conjunction with Code Masters. Overlord was released world-wide on Win32 PC and XBox 360 platforms, and was later also ported to the PS3. The game was generally well received and earned a 81/100 Metacricit score and 8.4/10 User Score.

Mecha-Tron

When 2004-2005
Platforms PC
Tech DirectX, Gameplay, A.I., physics
Languages C++
Contributions Personal
Description
This game was a test-case to gain some experience with Direct3D and physics. Currently you can walk around in a small world with a robot that can also transform into a fighter-plane. The world contains moving platforms, sliding doors, fully functional elevators using push buttons and some simple objects you can push around. There are also some fixed turrets and mobile enemies on patrol that can attack and chase you around.

Ablaze V.I.

When 2003
Platforms PC
Tech DirectX, Gameplay
Languages C++
Contributions Personal
Description
A side-scrolling shoot'em-up in the absurd style of Konami's Parodius, which initially started as a joke because it runs in a low screen resolution mode for visually impaired people. It features a wide variety of weapons and opponents and supplies the ability to record and replay demos. During this project I focussed entirely on game-design and not on optimization or graphics (I'm a coder and not a graphics artist, hence also the low screen resolution).

Morph Cube

When 2002
Platforms Java
Tech Real-time rendering (software), B-splines, polygon rasterization
Languages Java
Contributions Personal, Education
Description
As a personal follow-up to an advanced Computer Graphics course at my university I made this Java demo which incorporates B-splines for generating flowing/curved surfaces. It also uses various shading techniques for diffuse and specular shading effects. The entire rendering algorithm was written using fixed-point integers in order to speed up computations.

LDEye

When 2001
Platforms PC
Tech OpenGL, Depth-Images
Languages C++
Contributions Education
Description
'Layered-Depth Images' (LDI for short) are imaged-based 'imposters' which can be used to approximate 3-dimensional objects at medium to distant ranges with far less computational costs compared to a rendered polygon representation. The basic idea is to merge 'snap-shots' from a target object from different view-angles into a single image structure which consists of multiple 'depth layers' per pixel. I coded a tool which can generate the needed 'snap-shots', merge these into an LDI and finally interactively view them using some basic OpenGL functionality (this tool and a paper about the underlying theory are both included in this portfolio).

Roboman

When 2000
Platforms Java
Tech Conversion, threading
Languages Java
Contributions Gamegate.com
Description
As part of a summer job at Gamegate.com I was asked rewrite a simple Pac-Man clone from scratch (the old version had serious performance issues on older PCs and Macs).

Photon 3D Engine

When 1999
Platforms Java
Tech Real-time rendering (software), BSP-trees, polygon rasterization, texture mapping
Languages Java
Contributions Euro-Partners Informatici, Education
Description
I concluded my studies at the HTS for my bacheror degrees with the Photon 3D Engine project in the form of an internship. It involved writing a 3D engine in Java from scratch, which could be used in a wide range of web-based Java action games. Because Java did not contain any real (practical) support for 3D graphics at the time, I wrote my own polygon manipulation modules for BSP-tree building and a complete polygon rasterizer for textured and transparent surfaces. This project was awarded the 'Hogeschool Rotterdam Stifobor Student Prize 1999/2000' for best overall graduation project.

Talx

When 1998
Platforms UNIX
Tech Network, IP sockets, multi-threading/processing, QT
Languages C
Contributions Education
Description
A school assignment for which I chose to 'convert' an existing Unix-application called 'talk' into a graphical version which could run under X-windows. 'Talk' was a simple network tool with which users can exchange messages in a 'text-terminal' mode via a network or internet. Through this project I gained knowledge about Unix-systems, network-programming and multi-threading/processing environments.

Ablaze

When 1994-1997
Platforms MSX 2
Tech Sprite multiplexing, line-interrupts, hardware scroll, music tracker, gameplay, tools
Languages Z80 assembly, BASIC, C/C++
Contributions Personal
Description
Ablaze was to be a classical horizontal shoot'em-up running in a high-resolution screen-mode for the MSX 2 home computer system. Some of its features were: 8-way soft scroll, sprite-multiplexing, split-screen support, stereo music and stereo sound-effects. The entire game engine was coded in Z80 assembly and was supported by level editors, a high-quality sprite-editor, various script-compilers and 'Fast-Tracker' music editor and replayer.

Stracon 2

When 1993
Platforms MSX 2
Tech Link-up, gameplay
Languages BASIC, Z80 assembly
Contributions Personal
Description
Stracon 2 is actually not so much a follow-up of the original Stracon but more of an experiment on establishing a MIDI link-up between 2 computers in order to have 8 players participate in the same game (this was back in the days when internet and computer-networks were still in their infancy). The game also featured an extensive level editor which enabled users to build their own graphics and arenas.

Stracon

When 1991
Platforms MSX 2
Tech Gameplay
Languages BASIC
Contributions Personal
Description
Stracon I was solely designed as a multi-player team action/strategy game (2 to 4 players) and did not contain any real A.I. at all. The main objective is to kill your opponents with your tank-like vehicle in a battle arena using various offensive and defensive weapons.