My name is Berend and I'm a third year Game Design student at HKU. I always have been very passionate about creating games which get people thinking, either through interesting choices or puzzles. The most satisfying part of creating games for me is seeing players come up with solutions to problems and overcoming difficult challenges.
Apart from designing games, I am also working hard to become a better programmer, in order to be able to work and design as freely as possible and not getting held back by my own technical skills.
An Angel on a Bloody Bullet-hell mission to kill Satan! Dash, Double Dash, Grapple & Sacrifice to find your way through hell to fulfill your Holy Mission. Will you be able to kill Satan? Or will you fail to master your abilities and die in this Bloody Hell?
I have been working on Bloody Hell with 2 other students from the HKU since August 2022. It will release on Steam in January 2023. This project has brought us a lot of new challenges, since it has the largest scope of anything we have made so far.
Roles
Game co-design
Systems programming
Level design
Save Brian from his nightmares and guide him towards better dreams in this short puzzle strategy game. Made in 3 days for the Wowie Jam 4.0.
GPS based mobile game about expanding your kingdom by going outside in real life.
2D platformer where players fight a giant robot in a futuristic city.
A building/managing game where the player tries to balance a hotel on the top of a mountain. Submission for the Global Game Jam NL 2022.
Applied game that teaches players about the consequences of ordering too many items online.
Twin-stick shooter roguelite, where the player has to die in order to progress in an endless procedural world.
Creating a large world in Unity often requires multiple scenes. A common problems this creates is the inability to reference objects in a different scene. This can come up quite often, for example when you want to connect two scenes together and specify which door leads where.
To solve this problem, I created a systems that allows us to create nodes for each scene, which we can connect together in a graph editor. This has significantly sped up development, and gives us a nice overview of the world.
Bloody Hell requires Unity us to create a large amount of enemies, which we all want to have unique behavior. We realized that the slowest part of creating attack patterns was typing in directions that the enemy would shoot in, so I wanted to try to optimize this process.
To achieve this, I made a tool that allows us to drag nodes around to determine the directions. Not only was this a lot faster, it's also nice to visually see what an attack pattern will look like.
This was a short project where I wanted to learn more about procedural generation. I ended up creating an infinite cave-like system, with a camera that tries flying through it. It taught me a lot about optimization, Perlin Noise and programming in general.