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)
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.
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.
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.
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
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.
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
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.
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
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.
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
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.
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
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.
Engine: Unreal 4
Platform: PC
Total Team Size: Solo project
Development Duration:
±1 Week




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
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.
Game: Don’t Starve
Platform: PC
Personal Software, Tools & Programming language: Visual Studio Lua
Total Team Size: 2 team members
Development Duration:
±1 Week