
This section is about games I have worked on, what part I played in the process and other information about the projects.

Running Out! is a serious game, informing people about the decreasing amount of fossil fuels on our planet.
You play one of the workers who lives on a giant robot, which walks across the land. By moving your avatar to the sides of the robot you are able to steer him to the left or right. Doing so will convince other workers of your cause and they will join you. This allows you to place them at the sides to make sharper turns.
The design process of this game took a long time, this resulted in a shorter production period in which we had a lot of work to do. My role in this project was concept- and 2D-artist. Me and the rest of the team are very proud of the final product, it was the first big project we finished.
Gameplay Footage (Video on YouTube hosted by Lennart Hoting)
Running Out! was recommended by judges and teachers to be send in for the 'Experimental Gameplay Sessions' at the GDC.

Speed Runner was a game made for the ‘Rapid Game Making Fun Times’-seminar. The assignment was to make a game in GameMaker in only 2 weeks.
We decided to go for a simple concept; in the game you have to navigate a robot to the finish line as fast as you can. It was fun to make a game in such a short time. Also it was the first time I worked with pixelart.
The final result is a pretty addictive game (we played it a lot during development!) and another product I’m quite pleased with.

At the start of the latest project, later known as Project Toaster on my team, we had to make an Arcade game with XNA within a week. This was done together with 3 programmers from the TU Delft.
We had a few simple concepts but in the end we went with a player-versus-player Arcade game. The concept is simple: You play one of the 2 planets, and are able to fire shots at the floating satellites. These satellites charge and once charged they explode, releasing a cone of shots forward hitting other satellites. This results in chain-reactions. The player who kills the other wins.
We had very little time to debate a visual style. I had made a few concepts but they were far too complicated. We settled with what was lying on the table; a battery and a plug. So it was battery-city versus plug-city. The result was actually quite humorous.

Project Toaster (working title) is a game currently in it’s final stages. It is a game revolving entirely around audio.
You play a former guard who has a link with a female on the run. Everything you hear is actually what the woman hears; creating a very confusing situation. With this mechanic you have to solve various puzzles.
I am the only active artist on this project and it’s the hardest project I’ve done so far. At the start of the production phase there was no setting, or story present at al;l the only thing at the time were puzzles and 2 faceless characters. In the end I settled for a visual style which totally contradicts the gameplay and it also ended up in the current storyline. The visual style is purely based on visuals, with cameras and tv’s dominating everything and suppressing the sound.
So far I’ve learned a great deal from this project. Now that we’re nearing the end, I can already say it’s been quite an experience.





