Kari
Team Size: 30
Role: Game & Level Design
Dev. Time: 32 weeks
Engine: UE4
Releases: Steam
What is Kari:
Kari is an adventure game where you explore mysterious lands after a magical storm strands you on the shore of Vanaheim. Seek out help from the gods inspired by Norse Mythology in a Singleplayer Combat-Free Adventure-Puzzle Game. A game about helping each other.
- The Kari Steam page
Contributions to the product:
Some examples: Resource pickup system, Mountain level design, Control scheme design, Set dressed some parts of levels, Crafting system, Rune system and the release trailer.
I was also part of the original team that was responsible for the core game idea.
Unannounced Ronimo Project
Team Size: 25
Role: Game & Level Design
Dev. Time: I've worked on this game for 78 weeks.
Engine: Unity
Releases: -
What is This project:
I cannot say but you can ask me about it in a job interview.
Contributions to the product:
Some examples: Level creation, item creation, core game loop, audio implementation, quest system, game balance, feedback collection and playtest organization.
Lands of Artefice (D&D westmarches)
Team Size: 4 Dms
Role: DM
Dev. Time: 52 weeks
Engine: Foundry
Releases: Discord
What is The Lands of Artefice:
LoA is a Westmarches D&D campaign I've been running with 3 other DMs. It is a campaign-style in which you manage a big playgroup (in our case 30 people) and host sessions for them in an everchanging world. The premise of LoA is: "A group of colonists found a new world an wants to explore it, the players are adventurers, criminals, and nobles looking for a new life. Meet natives, find artefacts and explore uncharted lands."
Contributions to the product:
Some examples: Alchemy system sheet, Worldbuilding, Rebalancing some D&D mechanics, cooking system, inspiration system, Hosting sessions, player management
Blightbound Launch Trailer - PC PS4 & Xbox One!
Blightbound
Team Size: Varied
Role: level designer, gameplay designer
Dev. Time: - . I've worked on Blightbound for 19 weeks
Engine: Custom
Releases: Steam, xbox one and playstation
What is Blightbound:
Blightbound is a multiplayer dungeon crawler that tasks three heroes to venture down from their mountain refuge to face the abominations of the Blight - a mysterious and corrupting fog that enshrouds the land.
- The Blightbound Steam Page
Contributions to the product:
2 Challenge Rooms, item rebalancing, playtesting and making drafts for the consumable (potions) system.
A Series of Rude Awakenings - Release Trailer
A Series of Rude Awakenings
Team Size: 3
Role: C# programming, Gameplay design
Dev. Time: 18 weeks
Engine: Unity
Releases: Itch.io
What is A Series of Rude Awakenings:
A Series of Rude Awakenings is a roguelike title in which you play as a knight repeatedly waking up in an ever winding nightmare. You need to slash your way trough the stages and gain upgrades to defeat stronger and stronger enemies. This project was made by 3 designers and was intended to teach us how to use and write C#. In the process I also learned a lot about the unity engine.
Contributions to the product:
Some examples: The entire movement system, In game Artefacts, 2 Skills, Most of the audio implementation, Fall damage calculator, enemy health UI and The enemy health & damage balancing.
Ofcourse, since this was a 3 person project I attended almost all meetings and contributed my inputs on almost all systems.
Killer on the loose
Team Size: 3
Role: Lead design, Visionholder, Gameplay design, Card design
Dev. Time: ~18 weeks
(Game) Engine: Tabletop Simulator
Releases: Steam workshop, tabletop simulator
What is Killer on the loose:
Killer on the loose is battleships meets dead by daylight.
a asymmetrical game where one player controls a deadly killer while the rest are survivors that need to escape the killers grasp.
The board is duplicated one side the survivors, the other the killer. The killer cannot see the survivors board. Every time a survivor moves for the first time on their turn they leave a noise token behind. When all survivors are done they communicate the noise tokens to the killer.
The actions that the killer can do are determined by a deck of cards that they created at the start of the game.
Contributions to the product:
Some examples: The board design, a lot of the cards gameplay design, was present at all playtests and conducted them all, generated card arts, designed the rules, extracted changes from player feedback, made the initial prototypes.
I was the only designer amongst a group of my close friends that decided to help me, I guided them through the process.
Bit Buster
In Bit Buster, you (and ideally a friend) get thrown into steampunk-inspired japan, that got overrun by yokai - japanese spirits. By passing a deadly disk between each other, you can blaze through any enemy or obstacle that shows up in your way. Thanks to our entire world being sculpted with voxels in a custom engine, you can achieve mayhem the likes of which you've never seen before!
- The Itch.io Bit Buster Page
Contributions to the product:
Some examples: Character movement feel balancing, projectile feel balancing, the automatic catching (Magnetic catch) mechanic, designing and prototyping core mechanics in the pre-production stage and the trailer(s).
I was one of the starting designers on this project and therefore I contributed a lot towards the core gameplay of the game.
What is Bit Buster:
Team Size: 24
Role: Game Design
Dev. Time: 16 weeks
Engine: Voxagine (Custom engine made by the team)
Releases: Itch
Elephantastic - Itch Release Trailer
Elephantastic
Team Size: 10
Role: Game Design
Dev. Time: 8 weeks
What is Elephantastic:
Engine: Unreal Engine
Releases: Itch
Elephantastic is a game where you play an elephant that has to platform their way through a wicked circus of falling platform and evil mice. Dodge incoming projectiles while you use your sheer weight to cut off mice and make them fall into the endless waves of laughter!
Contributions to the product:
Some examples: created the final level, designed and balanced the projectiles thrown by the enemies, prototyped level moments, playtested levels, developed some ways to showcase level moment ideas quickly and made the trailer shown (not the new one)
Captain, Fix It! - Trailer
Captain, Fix it!
Team Size: 10
Role: Game Design
Dev. Time: 2 weeks
Engine: Unreal Engine
What is Captain, Fix it!:
Captain, Fix it! is a game where you get bombed by requests from different announcers and you have to do them as fast as you can or the ship blows up! The ship only has one display and you'll have to remember the request while you walk towards to terminal to complete it.
Contributions to the product:
Some examples: The core design of the game, the layout of the ship department and the trailer. This was made during a marmalade (Game jam but a week-long and only 7 hours of project work every day) so a lot of these things were very hectic and trying to manage that was a great learning experience and I think this was our best marmalade game.
About me:
I'm a game designer who worked at Ronimo Games and graduated from the Game Design and Production (IGAD) course at BUAS University (NHTV) of Applied Sciences. Currently, I am looking for job openings in either the Gameplay design or Level design spaces.
I have a huge passion for game design. Games can bring experiences to players that evoke certain emotions and feelings better than most other mediums. I love it when a game fills something in my life that nothing else can and gives me new things to think about. Games can provide us with unique moments like: 'When we defeat that boss don't loot everything! Leave something for me!' or 'If I get defeated here my run is over and I lose all my progress and items so, therefore, I need to buy bombs to find the super-secret room.'.
I always try to think critically about decisions and problems, never going for the first and most obvious solution right away. This enables me to look at a problem from many angles and find solutions.
Another interest of mine is storytelling in a tabletop RPG setting. I like trying to figure out my table of players and predict their actions and based on those predictions deliver sessions they will enjoy and love. This bleeds in my passion for being a game designer and creating experiences people want and like.
Skills
Beginner
Scrivener
Experienced
Perforce
C# Language
Proficient
Vegas pro 14
The Dutch Language
The English Language
Audacity
Contact:
If you have any questions about me or are interested in getting to know me better you can contact me through the information below.
Email:
Linkedin: