Portfolio

8010Software


'Some Tools created to make life easier for me and other developers.'


Visual Lab ClonerTool

'...brings modern object duplication and modulation tools to Unreal Engine. Use effectors, noise shaders and fields to position and duplicate meshes in your scene. Animate their parameters in the sequencer to efficiently create the most intricate animations.'

Developed this Unreal Engine editor-plugin for a client.

Available on: Unreal Engine Marketplace

BodyPartManager

An easy to setup physics body for any custom model, which blends between animation, physics and ragdoll.

Editor

A simple editor for mobile and tablet where the user can place objects, scale and rotate them. This editor was made as a companion app whereas the data could be saved and be transferred to a desktop application which would reconstruct your data with a higher fidelity.

UI tools

A tool for developers within Unity3D to create on different type of windows which are especially created for touch.


'To be continued...'

Trampoline Park Stars

Trampoline Park Stars is developed for both Android and IOS. This virtual trampoline park features multiple mini- games and quests through which you can win new content, costumes and real life prizes that you can pickup at participating trampoline parks.

In this 2 year project I was responsible for the bigger portion of the mini-games. From setting up the main game flow to the implementation of scoring, game controllers, animation trees, the behaviour of the NPCs and much more. It was a fun project and one during which that I learned a great deal about mobile game development from start to finish. Even more so because as a freelancer I needed to prioritize tasks and make my own planning and was fully responsible for the outcome of it.

Available on: Google Play Store and the App Store

  • Unity
  • C#
  • UNET
  • Java-plugins Development
  • Gameplay
  • Controllers
  • UI
  • AI

Karmaflow

Karmaflow: The Rock Opera Videogame is a puzzle platformer available through Steam. Embodying the Karmakeeper, you travel through fantastic worlds guided by an epic score, composed with the Dutch Symphonic Orchestra, Cradle of Filth and Epica, amongst many others.

My main task within this project was the implementation of the Music/SFX and Foley. It wasn’t your typical audio implementation because this game is an embodiment of a Rock Opera. The background music changed from section to section and with a layering system on top which is influenced by the player’s actions itself. These transitions needed to be as seamless as possible whilst keeping the rhythm and feel. Several audio systems where created which worked with each other to maintain the flow of the music but also other elements which where related to it for example audio triggered gates, cutscenes and animations.

Next to this I was responsible for the Menu, Save system, the subtitles and for some smaller gameplay features.

Available on: Steam

  • Unreal Engine 3
  • Unreal Script
  • Kismet
  • Adobe Flash
  • Wwise
  • Adaptive Audio Systems
  • Subtitles
  • Save Systems

Cargo Breach

Cargo Breach is an intense VR Arcade Shooter with unique gesture-based weapon mechanics. In order to survive on a desolate spaceship you need to hunt down a plethora of escaped 'cargo' through dark and winding corridors.

My role in the Cargo Breach team was to create the artificial behaviour of all the creatures, their hit system and the wave system which spawns and recycles these creatures. I had a fun time working on the wall crawlers which walked on walls and ceilings by using a custom made A* node-path finding system. This resulted in terrifying opponents which would always try to get out of sight and attack you from dark corners. Another system which should be noted is the body part system I created. With this system the player can shoot individual body parts to dismember them, resulting in creatures’ behavioural changes.

Available on: Steam

  • Unity
  • C#
  • VR
  • OSVR
  • HTC Vive
  • Oculus VR
  • A*
  • Artificial Behavior
  • Ragdolls
  • Chunk and Damage System

NOVOMATIC

The foundation for NOVOMATIC's worldwide success can be found in its dual strategy: as a producer of high-tech gaming equipment and operator of electronic casinos, regular casinos and sports betting outlets. As a technology and service partner in the lottery segment, NOVOMATIC is a one-stop solution provider covering the entire spectrum of gaming.

Working at NOVOMATIC honed my C++ skills and working with large code-bases, for example the in-house game engine. I have created several video slot machine games while working with these code-bases. Allot of testing and reviewing is key to create a solid and fair product while still ensuring a fun game. I learned a great deal of foreseeing security/manipulation problems by creating robust and encapsulated code.

Company website: novomatic.com

  • C++
  • In-house game engine
  • Large-codebases
  • Jira
  • Scrum
  • Crucible

Tools

Experience in years

7  
C#
5  
C++
8  
Unity3D
5  
UnrealEngine
3  
In-house C++ engines
2  
VR framework
6  
Gameplay programming
9  
Years in the industry

Badges

Current badge in processes:

Mastering Unreal Engine 5

Creating a game from start to finish to familiarize myself with Unreal Engine 5 code base and editor elements.


Can you help me achieve this goal?

VR Created games for OSVR, HTC Vive and Oculus within Unity and Unreal Engine 4.
AR Used Vuforia to create Augmented Reality apps/games within Unity.
Mobile Created and released several mobile games this the use of Unity.
Tool Creation Created several UE extensions and plugins.
Gameplay Creation of player controllers, interactables and various other gameplay related components.
User Interfaces Creating dynamic and fluent interfaces for different resolutions and aspect ratio’s.
AI Creating challenging and unique behaviours for creatures, humanoids and inorganic controllers.
Game design Achieved during my Game development education at the HKU.

About me

I started in 2014, right after obtaining my degree in Game Design and Development from the HKU. As a freelancer, I have experience developing for multiple platforms such as PC and mobile and possess the insight to choose the right approach and design to its designated platform.


My love for games sprouted during the age of the Commodore and the NES. It was modding the Half-Life engine that really opened up my mind to what I could create. From there on out, I started to draw extensively, designing levels and modelling characters. Choosing to study game design, I quickly discovered scratching the surface wasn’t enough. Learning how to program through Actionscript, I soon moved on to Javascript and C#. During my free time, I like to create games for fun and further my C++ skills.


Contact

BopMommers@gmail.com

LinkedIn