I am a Versatile game designer with 3+ years of experience in commercial development. Skilled in UI/UX, Audio, System, and Level Design. Passionate about modern history and crafting custom game content.
To Be Announced

Company - BlackMill Games
Role - System Designer
Engine - Unity
Genre - Tactical FPS
Team - ~30
Duration - May 2022 - May 2025, 3 years
Status - In Development
Worked on the next major release from Blackmill Games. I mainly worked in the same capacity as I did in Isonzo. However, for this project I also worked on the core game mode on top of gameplay -and combat design. I have also never done as much research for this project as I had any other as historically accuracy is key to this project.
Responsibilities
Game Mode Design | Gameplay Design | Documentation | Wiki Management | Weapon -and Combat Design | Weapon Research | Character, Camera, Controls Design | Historical Research | QA Assistance | Data Analysis
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The Brutal
Isonzo

Company - BlackMill Games
Role - System Designer
Engine - Unity
Genre - Tactical FPS
Team - ~30
Duration - March 2022 - April 2025; 3 years, 1 month
Status - Released, September 2022
Isonzo is the first commercially developed game I’ve worked on. I mainly worked on gameplay -and combat design, took part in QA and community relations. On top of that I worked closely with level designers. Lastly, special to this project I spend a lot of time doing historical research and documentation.
Responsibilities
Weapon - and Combat Design | Historical Research | Level Scenario Prototyping | Documentation | Wiki Page Creation and Editing | Data Analysis | QA Support | Organizing Public Playtests | Community Support
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The Beautiful
PROJECT EXHIBITED

Company - Breda University of Applied Sciences
Role - UI/UX Designer
Engine - Unreal Engine 4
Genre - Stealth
Team - 33
Duration - October 2019 - June 2020; 9 months
Status - Completed, June 2020
For Project Exhibited I spend my time creating a clear and entertaining gameplay experience by providing the player with easily comprehensible indicators and giving the player options to personalize their gameplay experience.
Responsibilities
Designing Menu Layouts | Design the HUD | Adding Functionality to Widgets in UE4 | Game Settings | Usability Options | Implement Settings Functionality in UE4 | Creating Flowcharts | Guidelines for UI Design | Performing Playtests | Bug Fixing | Coordinate With Visual Designer
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Prize winning
Bone Voyage

Company - Breda University of Applied Sciences
Role - Lead Audio Designer
Engine - Unreal Engine 4
Genre - Adventure
Team - 28
Duration - December 2018 - June 2019; 6 months
Status - Completed, June 2019
For Bone Voyage I worked to create an auditory experience build in cooperation with the visual design and add a depth to the gameplay experience and world building using audio.
Responsibilities
Maintaining Wwise Project | Integrate Wwise Into UE4 Project | Create Sound Effects | Implement Sound Effects | Create Events in Wwise Project | Setting Up Audio Design Guide | Creating Soundscapes and Sound Effects Prototypes | Developing Theme and Atmosphere in Coordination with Visual Designers
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Other Credits

Company of Heroes 2; Custom Maps
The Company of Heroes series have been some of my most favourite games I’ve ever played.
In the last few years I’ve spend time making customs multiplayer maps.
I’m incredibly proud of what I’ve achieved.
Rail Recon
Delve into the underground facility of Rail Recon, a Twin-stick Shooter with a Rail System. Navigate through its network of rails in search of its crystals, while maneuvering and fighting through the facility's defenses.
First project I’ve worked on in a semi-professional position.
Canine 49
Canine 49 is a Point-and-Click Adventure game where you play as a smart young man trying his best to save his broken and dying robot dog.
I feel privileged to have worked on creating the vision of a young man in collaboration with the Rainbow Foundation.
Skills & Experience
Unreal Engine 4
With over three years of experience I’ve experience with most that Unreal has to offer; from Blueprinting [Visual Programming] to Level Design, from Audio Design to User Interface.
Visual Programming | Level Design | Whiteboxing | Rapid Iterating | Audio Design | Audio Syncing | User Interface Design
Adobe Creative Cloud
With the use of Adobe software I’ve worked on Editing Photos and Videos, Creating Reference Images and Developing Pipelines and Flowcharts. Additionally, I’ve used Adobe XD to Develop Interface Layouts.
Photo Editing | Video Editing | Image Development
Perforce, Sourcetree & Tortoise
I’ve gained over four years of experience in Source Control with the use of Perforce and Sourcetree. Most team projects were developed using Perforce to ease development and prevent errors when implementing changes.
Source Control
Audio Kinetic Wwise
While working with Wwise I’ve gained experience in integrating Wwise projects into Unreal projects and updating Wwise projects by importing and updating sound effects and developing the mix containers.
Audio Mixing | Audio Engineering
Reaper Digital Audio Workstation
With the Reaper program I’ve edited hundreds of sound effects and have as a result gained quite some experience in Sound Design, Sound Editing and Mixing and understanding the workflow of a sound designer.
Sound Editing
Microsoft Office & Google Drive
Production requires a lot of documentation so I’ve had to get a more thorough understanding of Word, Excel and Powerpoint and Google Drive equivalents.
Research | Documentation | Agile Scrum