Commercial project developed for Vlambeer porting their Luftrausers prototype made in Gamemaker to Win/linux/osx/PS Vita/PS3. We wrote this in a custom c++ engine written from scratch.
Tags: C++, OpenGL, PSGL, cross platform, windows, linux, osx, ps vita, ps3, Published, Stream, gog
Work in Progress. Pipeline software improving game develop performance.
Tags: C#, Mono, C++, OpenGL, GLSL, MySQL, Toolchain
Commercial project developed for Vlambeer and published by Sony on the Playstation Vita and certified Android devices. My job was to port the existing game from GameMaker to the Playstation Mobile Platform within a month. Showed on GamesCom2012, and currently sold worldwide.
Tags: PSM, Sony Computer Entertainment, Published, C#, PSM, Playstation Vita,
Winning game of the Brains Eden Game Jam 2013 in Cambridge UK.
Tags: Unity, C#, Mobile optimizations, rapid prototying
Winning game of the Brains Eden Game Jam 2012 in Cambridge UK.
Tags: Unity, C#, rapid prototying
Joined the Global Game Jam 2015 with a friend in stockholm. But due to intense workload at the office we used it to relax, and so only worked a dozen hours on it.
No project page
Tags: Unity, C#, rapid prototying
WIP - A hobby project by me and two friends, using the sony devkits
from school. I am currently working on optimizing the rendering and Networking parts.
Tags: OpenGL, C++, Cg, Networking Unix Sockets, Playstation 3, GCM, Procedural content, custom made framework, Multiplayer
Project made during the Global Game Jam 2012. Developed custom made
engine in C++ using self made based Game development Kit in C#.
Tags: OpenGL, C++, custom asset pipeline, SQL, rapid
prototyping
This example shows GPU particles I have developed for our engine. It uses two passes, with multiple peoperties per particle.
Tags: OpenGL, C++, GLSL, GPU particles,
Project made with Alex Camilleri in three days specifically for multiplayer.
Tags: C#, XNA, Rapid Prototyping, MonoGame
Project made during the Global Game Jam 2010. It's developed in C#,
using XNA 2D spritebatch and a lot of coffee.
Tags: C#, XNA, FMOD, Rapid Prototyping
Project made during the 2nd year at IGAD. It is developed in C++,
using Ogre3D and PhysX. Also wrote some simple yet powerfull tools
for this project in C# improving productivity.
Tags: C++, Ogre3D, PhysX, custom asset pipeline, C#
Android project developed for my HTC Desire at the time. It's written
in java (SDK), using openGL and Box2D, with some small tools in C# to
compress assets. Low poly art by Nils Ruisch.
Tags: Android, OpenGL ES, Java, Box2D, C#
First hands-on project with the Sony Playstation 3 devkit. I
developed initial framework and scene/Rendering Pipeline (fixed
function OGL). Supports binary geometry format loading, basic
(nonRLE)TGA texture loader, resource manager and Cg shaders.
Tags: OpenGL, C++, Playstation 3, custom framework
First project in 3D. Developed in Gamestudio A7, please never look
into the source code.
Tags: Gamestudio Gamemaker A7
Project made for school assignment 'Rapid Prototype'. Using C# XNA,
we had to develop a prototype game as fast as possible.
Tags: C#, XNA, FMOD
Project for second year IGAD. This game is written in c++. I wrote
some Autodesk Maya MEL scripts (level exporting) and C# tools (Mesh /
collision exporter and realtime lighting editor) and was responsible
for implementing the gameplay.
Tags: OpenGL, C++, C#, Horde3D, SFML, Maya MEL Scripting
A simple planet fractal generator I wrote for a school assignment
about algorithms. It's written in c++ and openGL.
Tags: OpenGL, C++, Fractals, bad coding
Project made during the Global Game Jam 2011. It's written in c++
using a costum engine. I was responsible for the gameplay.
Tags: Horde3D, C++, Rapid Prototyping, Custom asset pipeline
My intake assignment for the NHTV IGAD course. Written in C# XNA, it
was my very first attempt on making a game (instead of business
applications).
Tags: C#, XNA, Serialization, Lambda, Linq, Tile Based engine, Custom framework
WIP - Need Screenshots...
WIP
WIP - Working on game design...