The Man From Uncle: Mission Berlin


My main responsibility for this game was the mission system. Every mission in this game is defined from a subset of conditions that were configured by a designer to fit within the flow of the game. The mission system took care of defining what kind of mission should be chosen, where it should logically spawn and how many and what kind of enemies were needed.

Next to the mission system, I was also responsible for the tutorial, which made practical use of the mission system.

Other minor things I helped out with:

  • Camera behaviour
  • A.I.
  • Optimizations

The game is playable on:



The first project I worked on at Sticky Studios was the web and mobile game: Interstellar.

For this game I was responsible for the looks and customization of the different planets you can create in your solar system. For this I created the shader(s) and the tools for both the artists and the players. With these tools the artists could define specific ranges exposed to the player to create a wide range of unique planets from within the game.

Almost all planets share the same shader.

The game is playable at the following platforms:



As part of my internship at Digital Dreams, I have been working on the game: Metrico.

Metrico is a puzzle game with platforming elements that makes use of so called “input morphing”. Input morphing means that all kinds of input, ranging from the player character walking in the game to physical input from the player, will have an impact on the game world. This impact comes in two variants:

  • Environment altering that prevents the player from progressing in a linear sense so the player has to take his or her actions in consideration. This is the puzzle element of the game where the player needs to solve the puzzles by carefully considering its input.
  • Environment altering from a pure aesthetical viewpoint where the actions of the player have no direct impact on the gameplay.

The game has been released for the Playstation Vita exclusively.

During my internship I got full responsibility over the graphics programming side of the game. I was in charge of creating all the shaders that define the look of the game as well as all the visual effects that happen in the game. Next to graphics programming and visual effects, I also helped with game play programming where needed and did my share of optimizing where needed.


Super Puzzle Platformer


This is a game made in a group of 7 people (2 programmers, 4 artists and 1 designer) in roughly 14 days in Unity3D as a student project. The aim of this student project is to deliver a fully working game within this given time period.

The tasks I had in this project:

  • Creating a particle manager
  • Creating an audio manager
  • In game GUI handling
  • Menu
  • Rim shader
  • Animation handles (for use in Mecanim)
  • Shark behaviour
  • Waves of blocks
  • Camera behaviour
  • Dynamic weather simulation
  • General configuration manager
  • Player feedback system
  • Tutorial

It’s based on the original Super Puzzle Platformer game, recently released on steam.

It is a platformer game in which the player tries to stay alive as long as possible, to get the highest score by destroying blocks and collecting coins.