Train core skills, like instrument handling, depth perception, and orientation in a series of increasingly challenging games, the “Curious Cases”.
Product Website Company website - Team Leading
- Narrative Design
- Block-Outs
- Designing Mechanics
- Playtest & Balancing
This project aimed at bringing to life old legends from the Twente area in the Netherlands. This vertical slice was developed for Leave.Your.Mark company, where the goal was to create a semi-open world horror game. The goal of this game is to educate players about Dutch folklore through the story of Singraven and to keep the historical authenticity of the era.
Product Website Company Website At Grendel Games, I contributed as a level designer for a serious game aimed at training laparoscopic skills for surgeons. My main responsibility was developing levels that were both engaging and medically accurate, ensuring they aligned with the real-world movements and actions surgeons perform. I actively participated in testing and refinement, working closely with surgeons who partnered with Grendel Games.
- Puzzle Design
- Implementation in Unity
- Scene Block-Out
- Level Testing
- Writing Game Design Documents
- Working on cinematics in DaVinci
You are the last Dutch witch hunter who could not understand how the nun could transform into a devil. The manor owner’s family is scared, and your mission is to get rid of the ghost nun! Do you hear it? The nun is screaming... Can you feel it? It is your heartbeat...
I led a team of 10 talented programmers and artists. I was focusing on narrative design, gameplay mechanics among with team coordination, and project preparation to secure funding.
A chilling murder rocks a quiet church, surrounded by mystery. The only clue? A strange person in 19th-century attire, slipping through the shadows. As you follow the story, stalking the quiet killer through old screens, one question haunts you: Who is behind this? Could it even be... you?
This point-and-click detective game built in Unity. The goal of the game is to solve all the puzzles by switching between security screens and choose different story paths to get to the end. I was responsible for leading a ream of 6 people, designing puzzles, creating a story and making a block-out.
- Team Leading
- Narrative design
- Puzzle Design
- Scene Block-Out
- Writing GGD and Story Bible