Since September 2015 I’ve been working with great joy as a Game Programmer in the awesome team over at Engine Software B.V. So far I’ve worked on two full scale projects and gained a lot of experience in many important aspects of game development. Currently I’m going through the entire process of converting the existing code base of Petroglyph’s 8-bit series from a Win32 Steam based application to a fully functional cross-platform title. This requires the conversion of platform dependent code and processes such as network sockets, rendering, achievements, memory management, asset building, but also new implementations for controller support and extra UI, and modifying the proprietary engine and tools.

Previously I worked on the implementation of Terraria Otherworld concerning many different aspects such as physics, AI, game mechanics such as ropes, special weapons and much more.

 – July

In a multidisciplinary and international team of in total six people we developed and realized a prototype of a third-person adventure game in Unreal Engine 4 called Nayima.slayer
For some of the team members this was a graduation project for the LISAA University, located in Paris, France. The main part of my job was to implement all game mechanics and provide technical support. I also did animation linking and setup, shader programming, sound implementation and many other activities that required scripting or advanced engine features. Furthermore I made sure that the team could work together efficiently through the use of the Perforce version control system.
We also took part in the CG Student awards where we were highly ranked and acclaimed as follows: “Spectacular abilities with killer skills. Absolutely ready for industry action!” (

We also have put up a Steam Greenlight page for Nayima here:


Over the course of roughly 7 months I’ve worked at a company called GameMania located in Nijmegen, The Netherlands. The founder of this company developed a new patented type of arcade flying simulator and hired me to realize an interface between the user, a virtual aircraft and the actual simulator. The result was an extensive framework that allowed us to control and parameterize the movements of each actor and mappings between the actors in great detail. This involved physics programming that translates user input into movements of the virtual aircraft in the scene, defines how the virtual aircraft behaves in the scene and how these changes are mapped to actual movements by the simulator. Furthermore I’ve been researching ways to realize a correct camera projection on dome surfaces. During my time at Mechamania I’ve mostly worked mostly with Unreal Engine 4, but also with Unity and a little bit of Unigine.


For 2 months I’ve been hired by an affiliate of the Radboud University to implement a questionnaire program in Java that was shown during the Open House.
The questionnaire also featured webcam support, image processing and users could activate several different questionnaires using a smart card.




snake Summer 2011

 Custom Snake game developed using pure Java

As a beginning student and having a great personal interest in game programming techniques I decided to make my own extended version of the classic Snake and learn how to make games using Java.
I tried to use as many techniques as possible, including sound, full screen graphics, a custom made achievement API, skinning support, a level editor and much much more.

Click here for more info!

– 7 challenging levels
– 22 achievements
– High scores per level
– A rich and advanced editor to create your own levels to earn achievements
– Custom skin support to include your own skins
– Rich animation and catchy tune
– Full screen support