15+ year games industry veteran. I specialize in (tactical) first person shooters. I enjoy working on projects big or small and I enjoy working with creatives outside of games. I'm open minded - let's talk!
15 years professional level designer, 8 shipped titles on console, VR, PC/Steam, mobile.
- Lead level designer at Tiny Wizard
- Senior level artist at Vertigo Studios
- Lead level designer/level artist for Tannenberg and Verdun (M2H/BlackMill).
- Creative director on Final Run for iPhone 4
- External producer for Trapped Dead (Headup Games).
- Level designer/gameplay scripter for DRIVER: San Francisco (Ubisoft Reflections)
- Level designer/scripter on Fairytale Fights (Playlogic).
- Level designer/gameplay scripter for Killzone 2 (SONY Guerrilla).
- Additional 6 years modding community level designer.
Skills:
- Game and Level design
- Environment art
- C# programming
- 3D modelling
- Texturing
Specialties:
- Tactical
- Architecture and construction
- 1900s rural
Personal facts:
- I collect retro games
- I'm a huge fan of Factorio which I enjoy with friends, currently playing the space exploration mod
- I enjoy speed cycling, mountain biking, running and fitness, occasionally I go bouldering or swimming
- I plan on getting into permaculture
- I am subscribed to over 100 YouTube channels and have not owned a TV subscription for 10 years
- I speak Dutch and English, I can make myself understood in Swedish and German, I have been taught French and I'm currently studying Russian at a leasurely pace
- My favourite film directors are Aki Kaurismäki and Andrei Tarkovsky
- My favourite game is S.T.A.L.K.E.R. - Call of Pripyat
Freelance (Lead) level designer on Verdun and Tannenberg 2013 - 2020
Direction and design for 3D driving action game iOS Final Run (self published in Q1 2012)
Freelance External producer with Headup Games working on Trapped Dead (2010)
Level scripting and design for driving action game DRIVER San Francisco for PS3, Xbox 360, PC and Mac.
Level design for unannounced title.
Responsibilities: Level design, game design prototyping, technical prototyping and scripting feature requests.
Level design for Fairytale Fights (Retail and DLC); Platform Hack’N’Slash for Xbox 360, PS3 and PC.
Responsibilities: Level Design/Scripting (quest/PvP), High-level design, mechanic prototyping, mini-boss design, directing external artists, environment functionality and readability.
Single player Level Design for Killzone 2 for the Sony PlayStation 3.
Responsibilities: Single player Level Design, gameplay scripting (LUA), providing feedback to the AI department, feature requests and implementation, asset introductions, environment functionality and readability, dialogue drafts and implementation, AI navigation, game testing, game wide bug fixes, tools requests/testing.