Whitebox Video

Dock 42 (2014)

Multiplayer Level Design: White Box

Dock 42 is a 4 player, first person, unreal Deathmatch map developed in the UDK 3 engine. The art of the final product was implemented in the Unreal 4 engine by a separate team.

Role highlight:
– Level design
– Flow design

Engine:
– Unreal Engine 3
– Unreal Engine 4 (Final product)

Development Information
I was the level designer on the project. For myself, the goal was to white box a level and most notably look at: flow, landmarks, field of view, pick-up locations and overall level balance.

Once the white box was completed, it was given to a team of artists which replaced the white box with art assets, added lighting, effects and so on. From this point on, I was no longer part of the project, meaning that the flow of the level did change in the progress.

Detailed Information
Full List Personal ​Role & Tasks:
Level design
Flow design
Pick up placement
Balancing

Engine:
Unreal Development Kit (White box)
Unreal 4 (Final product)

Platform:
PC

​Personal Software, Tools & Programming language:
Adobe Photoshop
Microsoft Word

Total Team Size:
Solo project (White box)
6 team members (art)

Development Duration:
±6 Weeks (Part-time)

Translator Plugin (2019) PROJECT

Released: 2020

[Unity Asset Store Link] (being reviewed)

The Translator Plugin is a tool I originally created for the Fantasy Generation Project. I developed it into a standalone Plugin to use in all my other Unity Projects and later published it on the Unity Asset Store.

The user is able to use Google spreadsheet to easily get text translated in their Unity project. It is flexible and easy to add new languages as well as new translation entries.

The plugin has a detailed README section to explain every script and component as well as a step by step on how to use the tool and includes a lot of settings to customize the plugin for the project and user.

Detailed Information

Full List Personal Role & Tasks:
Design
Code

Plugin for:
Unity Engine

Software used:
Unity Engine
Visual Studio
Google Spreadsheets

Total Team Size:
Solo project

The video below is a sped up version of the “Video with Voice Over” without sound.

Video with Voice Over

Presentation Video explaining tool

Custom Unity Tool (2017)

Code: Unity Tool C#

To further my understanding of Unity and C# I created a custom tool for the first time. With the tool the user can build a specific game and it is flexible enough to handle an evolving game project.

(See “Video with voice over” and “Presentation Video explanation tool” for detailed information.)

Role highlight: – Scripting (C#) – Design

Engine: – Unity

Development Information

As mentioned before the tool is flexible enough to handle an evolving game project. The user can add new builder buttons and prefabs to the tool to place in the level and programmers can inherent from bases which makes components automatically supported by the tool.

The tool also gives the user concise and detailed information in plain English and with the help of colour coding.

The tool was a personal project of mine and I adapted it to use it as a project for my University.

Detailed Information
Full List Personal ​Role & Tasks: Scripting (C#) Design

Engine: Unity

Platform: PC

Total Team Size: Solo project

Fall (2015)

Puzzle Design: White Box

Fall was a puzzle design project with the main focus on introducing mechanics to the player and slowly increasing the difficulty, yet giving breathing room. The level starts at Novice, going to Intermediate, Leftfield, and ending with a Master difficulty puzzle (see graph).

Role highlight: – Scripting (visual scripting) – Puzzle mechanic design – Playtesting

Engine: – Unreal Engine 4

Development Information
For the project I scripted all the mechanics within blueprints. I created easy to use blueprints which we could drag and drop in the level, and simply adjust some public variables. This made implementing mechanics and iterating an easy job, so we could focus on the puzzle design.

As for the design, the first step we took was designing the puzzle mechanics of the project. Once these were established, we created a graph to illustrate when we wanted to introduce each mechanic, and where we wanted the difficulty to increase. We also created a second graph with a general overview of the difficulty level. This gave us a clear overview of the level we wanted to create, making sure the player would be eased into the mechanics, all the while maintaining the challenge.

After creating the puzzles, we began playtesting with a lot of people to see if everything was clear, doable, fun, and challenging, and iterated if this was not the case.

Detailed Information
Full List Personal ​Role & Tasks: Scripting (visual scripting) Level design Puzzle design UX design

Engine: Unreal Engine 4

Platform: PC

​Personal Software, Tools & Programming language: Blueprint visual scripting Microsoft Excel

Total Team Size: 2 team members

Development Duration: ±3 Weeks (Part-time)

Banjo-Kazooie Level (2015)

Level Design: White Box

The goal of the project was to create a whitebox level for the original Banjo Kazooie on the N64. The level would “replace” the fourth level (Bubblegloop Swamp) within the game.

Role highlight: – Analysing – Level design – Flow design

Engine: – Unity

Development Information

A major part of the project was analyzing Banjo-Kazooie and researching the design style of the original game to apply it in the level we wanted to create. Once we made ourselves familiar with the style, we started designing the theme of the level, as well as its special themed object and transformation.

We designed a flowchart of all major areas and kept a general rule that there should never be more than three main routes to an area. Once the first iteration of the flowchart was completed, we assigned themes, landmarks, as well as potential content, such as mini games, and jiggy locations to the individual areas.

We used the flowchart and assigned information to sketch a map. We especially kept in mind: landmarks, field of view, and hight levels. The map was imported into the Unity engine, and we began building the level itself. Playtesting was done by importing parts of the level into a Banjo-Kazooie rom and playing it using a Nintendo 64 emulator. We were able to see and feel how the level played, and iterate if necessary.

Detailed Information
Full List Personal ​Role & Tasks: Level design Flow design Theme design Game analysis (Banjo-Kazooie)

Engine: Unity

Platform: Nintendo 64 emulator

​Personal Software, Tools & Programming language: ProBuilder Basic (Unity plugin) Banjo’s Backpack Gliffy (Flowchart tool) Adobe Photoshop Sony Vegas C#

Total Team Size: 2 team members

Development Duration: ±3 Weeks (Part-time)

The Little Robot (2020)

Children’s Book

A children’s book designed to teach children the importance of cleaning up as well as helping (and be helped by) others.

Art by Deborah van Duijn – Deborartist (Instagram)

Role highlight: – World Building
– Story
– Characters

Story Summary

The story follows a simplified narrative structure in which The Little Robot leaves his lonely ordinary world filled with garbage to help animals who are affected by garbage. It is designed to teach children the importance of cleaning up as well as the importance of helping others and allowing others to help.

The Little Robot and his Little Bird friend will come across various animals affected by garbage; such as a beaver Family which dam is overrun by garbage and a Skunk family who can’t handle the smell of the garbage. Each time The Little Robot helps the animals and gains more confidence by doing so.

In the end the story comes full circle as the animals The Little Robot helped help him clean his home and The Little Robot is no longer lonely but instead surrounded by his animal friends.

Detailed Information
Full List Personal ​Role & Tasks: World Building
Story
Characters

Target Audience:
Children age 4 to 5

Total Team Size:
2 team members

The Last of Her (2015)

Level Design: White Box – Solo Project

The Last of Her is a small side project with as goal to see if I could replicate the level design style of The Last Of Us. I created a level inside a mall in which a community used to live before it was overrun by infected.

Role highlight: – Level design – Flow design – Environmental storytelling

Engine: – Unreal Engine 4

Development Information
The project had a focus on flow design and environmental storytelling (including some additional narrative and character design) as well as improving my Unreal 4 level design skills.

I analysed the way The Last of Us designed their level and in part recreated this. Additionally I also did research on mall structures and such things as stores.

Detailed Information
Full List Personal ​Role & Tasks: Level design Flow design Environmental storytelling Game analysis (The Last of Us) Research on mall structures

Engine: Unreal 4

Platform: PC

Total Team Size: Solo project

Development Duration: ±1 Week

Steam Workshop [LINK]

Don’t Starve: Flynn Rider (2015)

Mod: Character

The goal of the project was to see if I could work in an already established framework and create a character for Don’t Starve.

Role highlight: – Scripting (Lua) – Dialogue – Design

Development Information
I was in charge of all things non-art related. I did the character design, scripting within Lua, as well as all the dialogue of the character.

To create a character, I used a template and researched the Don’t Starve API as well as the code of the original characters. I also looked at the code of other mods in order to understand and script a unique character. This project was the first time I used the programming language Lua, and while it was different from what I was used to, I managed to grasp the parts I needed to create the character.

Detailed Information
Full List Personal ​Role & Tasks: Scripting Design Dialogue

Game: Don’t Starve

Platform: PC

​Personal Software, Tools & Programming language: Visual Studio Lua

Total Team Size: 2 team members

Development Duration: ±1 Week