2015 - current
While developing games as an 'indy' developer, I am available for various related types of work, such as:
- Character art for games/video/3d print
- Low poly modeling
- High res sculpting
- Concept art/Illustration
- Unity integration and gameplay prototyping
- Unreal integration
- Game design & development
- FX for games
For details, see projects below
Nov 2015 - Jul 2018
Not exactly a production role, but I found teaching very rewarding and enrichening, and I do believe it has contributed to my 'evolution' as game developer. In practical terms my role entailed the development and teaching of curriculum for 1st and 2nd year students covering
- Animation principles and specifically:
- Character animation for games
- 2d animation in Adobe Animate, Photoshop and Unity
- 3d animation in Maya
- Rigging basics in Maya
- VFX for games in Unity
- Art integration in Unity
As part of this curriculum I coded a small game called 'stick figure fighter' in Unity which was fully functional with the exception of graphics! Students were to design and animate their character according to specs and run it trough the export-import process to get a feel for actual game art production.
Jan 2008 - Feb 2015
Over the years my activities have covered among others:
Character art (modeling/sculpting/texturing)
- Environment art
- Physics setup for vehicle/building destruction
- Tools, scripting & pipeline development
- Shader coding (cgfx/hlsl/Unity CG)
- Level building & building methods
- FX (Unity & Maya)
- Team lead & supervision
While having worked on projects from start to finish, I would typically be heavily involved in the start of a project. There I would be researching and developing the production methods, setting up the pipeline, developing tools (in Maya) for artists to use and developing visual targets for further art production.
Dec 2007 - Jan 2008
My first game industry job at Steamline Studios, an outsource company making assets for tripple A games. Had a good time here working on some props and a female character sculpt, but I was offered a more interesting opportunity at Vanguard Games (at the time called W! Games) working on actual games.
Before all that
University of Amsterdam
doctorandus(MA) in social & political philosphy.
minor in Aesthetics
Philosophy might seem very irrelevant to my current carreer, but logic (informal, formal, symbolic and mathematical) not only has courses dedicated to it, but also is the very essence of philosophical practice. And logic, of course, is what coding cannot do without.
University of Leiden
Propaedeutics in Psychology
Personal education of sorts
Once modding tools were decent I spend a few years making custom levels and fully animated characters for Warcraft 3 mods. Picked up 3ds Max for this (required for the official Blizzard exporter released for wc3). In these years I would also discover Zbrush (version 2) and Modo 201
Upgraded from Klik & Play to The Games Factory (Europress/Clickteam). I would now be able to make game with scrolling backgrounds. Made various 2 player combat games (various incarnations of two tanks in a small maze with random appearing powerups) and a few starts at platformers.
Started my personal eduction in 3d using Lightwave (probably version 5) to create my first 3d animations, effects and game assets. Tanks, robots and futuristic cities.
Bought my first game development software: Klik & Play (Europress/Clickteam). It came with it's own scripting language and pixel drawing tools. My school notebooks henceforth would be filled with game design, logic and character/vehicle designs.