I started programming in 2017 at the Media college in Amsterdam as a Game developer. There I learned to use Java, HTML, JavaScript, CSS, C# and C++.
I primarily focus on creating gameplay elements, where iI strive for reusability and efficiency so that it can be used to it's full potential.
The reason why I focus on gameplay is because I like designing fun and interesting ways for the player to interact with the world I help create, have something challenging to build and needing a creative mind to find solutions
I demonstrate this with the Threshold system from "Escape the madness" and my number lock from "Mothman", These are designed to be efficient and reusable and they very much succeed at this. They are interesting for the player to use and really add fun to the game!
I also like UI building and focus on visuals, to keep the player invested, and functionality so that the player can change the game, on a system level, to his or her playstyle and preferences.
I find this important so that my games are accessible to everyone and that everyone experience these games.
This is demonstrated in The UI of "Trip 'n space" and the UI of Mothman. With Trip 'n space I wanted to expand my UI skills by building a sound system that could change the sound settings in game. This system was upgraded and reused in Mothman!
When I was in my second year of game development, I started teaching the first years in my spare time about Game mechanics and UI.
I thought how to create an explosion via coroutines and how to create a visual cooldown with UI elements.
The latter was used by one of my students in his own project which made me very proud of him and of myself! Teaching these things reassured myself of my programming skills and show my capability as a gameplay/UI programmer.
Since I started my education at the Media college, I had been designing games in my spare time. My most notable is my "Mythica" which saw actual development. However due to time constraints with the team, the project was put on hold
I usually design story driven games where your choices change the story that’s being told, but I recently started working on a concept for a strategy game named "End of Yggdrasil" where you must prevent Ragnarök as the armies of Valhalla.
My main design philosophy is that a game needs to be meaningful. If you make new friends , get trapped in a good story and feeling something or learning something about a subject, it has a substantial meaning to that person and probably change their life in a substantial way this is what I want my games to accomplish.
In my designing I also focus on replay ability and accomplishment my experience, people have a fonder memory of a reward if they worked for it, and in my design I make sure that people can re-experience the sensation of getting a reward that they worked towards.
During my projects, I usually take centre stage as the project manager. I make a lot of design decisions based on group input and in the project requirements, and most of the projects I designed are in my project folder.
One of those decisions I made is "Trip 'n space", where I designed the special powers of the different rocket ships, or when I suggested to my team that Mothman could be a detective game and how those mechanics would work