Hi there! I'm Menno a game programmer from the Netherlands.
Expected to graduate July 2021. I currently study at Breda University of Applied Sciences (former NHTV) as a year 3 generalist programmer with experience in gameplay, tools, AI and engine programming. My passion lies at working on gameplay systems and low level optimizations. In my free time I'm interested in everything retro games. This got me into developing on retro hardware, where I focus on low level optimizations. I also spend my free time on reading and drawing as a way for me to relax outside of games. For my final study year I'm currently doing an internship at Frontier Developments and am expected to graduate July 2021. Don't hesitate to contact me if you have any questions! |
Hi there! I'm Menno a game programmer from the Netherlands.
I currently study at the Breda University of Applied Sciences. My specialization is in game-play and AI, and I love bringing game worlds alive! On this website you can find the best examples of my work. Don't hesitate to look at my Github or contact me for any questions you may have! |
My work
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SeaplaneDescription:
Seaplane is an open world exploration game in which you are a seaplane pilot in the Scottish Hebrides. You will be completing missions and dog fighting against enemy planes. Information: Duration: September 2019 - June 2020 Roles: AI programmer, programming lead (8 weeks) Engine: Unity Team size: 9 programmers, 12 designers, 8 artists, 1 producer |
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Bit-BusterDescription:
Bit-buster is a local multiplayer coop game, in which you have to pass a disk around to kill all the evil spirits. The entire game is made out of voxels to allow for mayhem and destruction! Information: Website: https://igad.itch.io/bitbuster Duration: February 2019 - June 2019 Roles: AI programmer, programming lead (8 weeks) Engine: Custom C++ engine Team size: 9 programmers, 9 designers, 7 artists, 1 producer Source code: Continuum crowds path-finding Tasks: • Creating a 3D path-finding system for a large dynamic world, capable of handling a large number of enemies. • Working together with designers to implement all of the enemy A.I. behaviors. • As the programming lead I was responsible for keeping the vision for programming, solving problems the programmers had or other disciplines had with the engine and working together with the other leads and producer in project management. |
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Rakka's RedemptionDescription:
Rakka's Redemption is a single player game where you have to defeat evil spirits by wrapping your chain around them. Wrap your chain around enemies and the forest, and form a loop to deal damage. Information: Website: https://gazotey.itch.io/rakkas-redemption-spirit-quest Duration: May 2018 - Juli 2018 Roles: Gameplay programmer Engine: Unreal Team size: 3 programmers, 4 designers, 3 artists Tasks: • I was responsible for implementing the chain mechanic. This involved implementing the wrapping, adding the retracting of the ball, stunning enemies when doing so, and damaging enemies when inside the loop formed by the chain. • Implementing some of the effects used in the project such as hit impact, god rays and effects related to the chain. • Brainstorming the initial design and prototype when the team was still 4 people. |
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