Together with DragonFjord, puzzle company in Norway, I made a mobile game. Every day is a new puzzle. This took me 10 months to make next to my studyy and was released in 2022.
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- iOS App Store -
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Here you can find all my projects that I have worked on. From school projects to personal projects. Some of my recent projects are:
My first mobile game that I made when +3.000 Downloads! I made this when I was 14-years-old and was my first game that I published on the Google Play Store.
This marks the first (published) app I created after my internship. When compared to my earlier applications, the development process was noticeably smoother, clearly showcasing the improvments I've made because of my internship at Little Chicken.
A project where I try out interesting graphical visuals and algorithms. To improve my C++ skills.
Ant Simulation, Conway's Game of Life, Verlet Phsyics, and more.
A personal project where I try out interesting graphical visuals and algorithms. To improve my C++ skills.
Ant Simulation, Conway's Game of Life, Verlet Phsyics, and more.
A game I made in C++ for the Buas intake assignment.
Buas is a university in Breda and in the top 3 of the best game universities in the world. Each year there
thousands of applications but only 60 spots available for the programming course.
During this block I had 8 weeks to remake the old Retro game, Pitfall, in C++. One of the constraints was that I was not allowed to use any external libraries. Including the STD library. This meant that I had to make my own Vector, String, and other classes.
During this block I had 8 weeks to remake the old Retro game Pitfall in C++ but this time in 3D and... on a Raspberry pi. The main goal was to learn how to make a 3D engine using OpenGL and how to optimize the game for low-end hardware.
In This block I had 8 weeks to make a CPU based voxel Ray Tracer.
The main goal was to learn the ins and outs of a Ray Tracer and how to optimize it for speed by using
low-level cpu programming.
In This block I had 8 weeks to make a game with a team of 10 talented people.
The main goal was to learn how to work with other disciplines like artists and designers.
In This block I had 8 weeks to make a game with a team of 10 talented people.
The main goal was to learn how to work with other disciplines like artists and designers.
8 Weeks to make a cross-platform game engine for both PC and PlayStation
5
New year, new projects! 8 Weeks to make a cross-platform game engine for both PC and PlayStation 5
This block was a research block. I had 8 weeks to research a specific topic. As an engine programmer, I researched the Asset Pipeline. With a side track of Texture Compression.
8 Weeks to make a cross-platform voxel game engine. For this project I was tasked to make a production ready engine within a team of 7 people.
8 Weeks to make a cross-platform voxel game engine. For this project I was tasked to make a production ready engine within a team of 7 people.
My first mod ever created. It's a mod that replaces the default map with a high-resolution render of Nigh City.
A blog post about S3 Texture Compression. What it is, and how it works.
This post was written during Block B of Year 2 when I was learning about Asset Pipelines.