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I am a student who is determined to become a jack-of-all-trades in the art of programming and 3D modeling. My goal is to become a versatile expert in these fields, and I am constantly pushing myself to learn new techniques and skills.
My Portfolio
Welcome to my portfolio. Here you’ll find a selection of my work. Explore my projects to learn more about what I do.


Wack-A-Hampter (Project Final Approach)
Physics based game written in C# using the GXPEngine and custom physics system for a group project.
During this group project, I was tasked with making the tooling for level design and to import all items placed by designers in Tiled levels correctly. I was also tasked with making some of the physics objects, for example, the windmill and 'put' system (like in golf).
During this group project, I was tasked with making the tooling for level design and to import all items placed by designers in Tiled levels correctly. I was also tasked with making some of the physics objects, for example, the windmill and 'put' system (like in golf).


Algorithms
During this course, I was given access to the CMGT GXPEngine. Using this rudimentary/basic engine, I was given guidance and tasks to complete which boiled down to implementing A*, Djikstra searches, generating levels using division logic, learning about how to make secure recursive functions (i.e. ones that do not go out of control, causing a script/system crash).


3D Rendering
During this course, we were provided a rudimentary, very basic engine with which I achieved goals/tasks set out by the professors, focused on learning GLSL and shader compliation from it's basics:
- Lighting Engine (including specular calculations, etc)
- Rendering
- Lighting Engine (including specular calculations, etc)
- Rendering


Advanced Tooling
This project is more of a research project. In it I focus on measuring the processing (sorting) speed and memory usage of different sorting types in several programming languages (chosen based on if they have just-in-time-compilation, if they are low-level, etc).
I chose to measure HeapSort, MergeSort and BubbleSort in C++, Java, Python and Rust (it was later dropped) on the same datasets.
I chose to measure HeapSort, MergeSort and BubbleSort in C++, Java, Python and Rust (it was later dropped) on the same datasets.


Procedural Art Cyberpunk City
This project was created for the course Procedural Art at CMGT in Enschede. Upon conditions and tasks set out by the rubric, I was tasked with creating a system/script that generates buildings procedurally.
In my scene, buildings are created via script, materials are assigned via the same script and decorations on/around the buildings are determined by a ScriptableObject. That ScriptableObject also contains information about what buildings with what parameters can be generated in a neighborhood/zone. That SO is then passed on the city generator, that takes everything into account and generates the city, either in editor or as soon as runtime is started.
In my scene, buildings are created via script, materials are assigned via the same script and decorations on/around the buildings are determined by a ScriptableObject. That ScriptableObject also contains information about what buildings with what parameters can be generated in a neighborhood/zone. That SO is then passed on the city generator, that takes everything into account and generates the city, either in editor or as soon as runtime is started.


Car AI/Logics, Road Generation Tools (Personal Portfolio Quartile 4)
During this quartile's personal portfolio I worked on creating a road system tool that allows you to make road networks using procedural generated meshes that are then split into logical lanes. Afterwards, I focused on making a rudimentary vehicle AI that follows basic road laws, etc.


Aircraft/Lifting Body Physics (Personal Portfolio Quartile 3)
During this quartile's personal portfolio I worked on creating a plane flight model that used custom physics and did not totally rely on Unity's inbuilt tools. The way I achieved this was to create several invisible lifting bodies and control surfaces that each influenced a section of the plane, making it inherently more stable that applying all forces to the middle of the plane and then having to manually clamp and smooth all movements.
For LO2, I created a Radar system, that is inspired by a Pulse-doppler radar set. I then mounted it inside the plane from LO1 and gave it a Armament Manager and missiles to showcase the Radar set's abilities (SRC PD, ACM) and the fact that enemies can notch the radar (flying perpendicular to the plane's direction of travel, making the combined/closing speed close to 0m/s).
For LO2, I created a Radar system, that is inspired by a Pulse-doppler radar set. I then mounted it inside the plane from LO1 and gave it a Armament Manager and missiles to showcase the Radar set's abilities (SRC PD, ACM) and the fact that enemies can notch the radar (flying perpendicular to the plane's direction of travel, making the combined/closing speed close to 0m/s).


Virtual Reality (Personal Portfolio Quartile 2)
This project was made for the 2nd Quartile iteration of the CMGT course Personal Portfolio in Year 2 of the study. This time around, I focused on making a VR game, inspired by Horseshoes, Hotdogs and Handgrenades to learn how different view/movement mechanics and types influence the user (motion sickness). This project also allowed me to create a working gun system that is very fun to use and taught me how to use grab interactables and how the XR Toolkit for Unity works in general.


Mesh Creation, Animation, Textures (Personal Portfolio Quartile 1)
During my time studying a CMGT, we have a course called Personal Portfolio. During this course, we set out our own goals that we would like to achieve during said quartile.
My project consisted of 2 LOs (Learning Outcomes) that boiled down to:
1. Learning to animate a humanoid (I chose to make a walking cycle)
2. Learning to make an advanced texture that is not just a color map but also contains emission, metallic, roughness maps.
3. Importing the animation (walk) into Unity and synchronizing the contact (step) frames with an audio (step sound).
In the end, I believe they turned out pretty well. This is to help me further my goal of becoming an all-around jack-of-all-trades developer.
My project consisted of 2 LOs (Learning Outcomes) that boiled down to:
1. Learning to animate a humanoid (I chose to make a walking cycle)
2. Learning to make an advanced texture that is not just a color map but also contains emission, metallic, roughness maps.
3. Importing the animation (walk) into Unity and synchronizing the contact (step) frames with an audio (step sound).
In the end, I believe they turned out pretty well. This is to help me further my goal of becoming an all-around jack-of-all-trades developer.


Zipang: The Game
This is a project made for the assessment in the Term 4 Course "Unity Scripting". It is one of my first fully fledged out 3D games made using Unity.
The theme is you are the modern Japan Maritime Self-Defence Force Destroyer DDG-173 JS Kongo, thrust into the past at the battle of Midway where you must choose which side to fight with, or fight them both to stay neutral.
Engine: Unity
Players: 1
Genre: PvE
The theme is you are the modern Japan Maritime Self-Defence Force Destroyer DDG-173 JS Kongo, thrust into the past at the battle of Midway where you must choose which side to fight with, or fight them both to stay neutral.
Engine: Unity
Players: 1
Genre: PvE


Save Our Seas
This is my first semi-serious project, created for the intake for Creative Media and Game Technologies.
It focuses on a submarine, cleaning up the ocean as per Sustainable Development Goal 14 of the United Nations, that also being the theme of the game. There is also wildlife that the player must protect while cleaning.
Engine: Game Maker 2
Players: 1
Genre: PvE
It focuses on a submarine, cleaning up the ocean as per Sustainable Development Goal 14 of the United Nations, that also being the theme of the game. There is also wildlife that the player must protect while cleaning.
Engine: Game Maker 2
Players: 1
Genre: PvE
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