Projects

Assassin's Creed Nexus VR

VR AAA Action-Adventure Game for Meta Quest 2, 3 & Pro
Team: proper AAA sized | Time: 2years | Engine: Classified

  • Efficiently discovered, reported,
    debugged & fixed a wide variety of bugs
  • Designed, balanced & implemented puzzles.(Including augmented reality puzzles)
  • Refactored & documented gameplay systems
  • Implemented features using a proprietary visual scripting tool
    & text-based programming
  • Increased the player’s immersion by meticulously implementing interactions in ways that accommodate all possible scenarios that VR introduces
  • Effectively collaborated within a AAA team that spanned across Germany, England, India & the United States

Active Esports Arena

Full body VR active esport
Team: 6 people | Time: 1 year project | Engine: Unity 5

  • Intensive difficulty balancing for all athletic skill levels
  • Created new challenges using C#
  • Disguised exercise with game play

SpellBound Spire

Non-euclidean room scale VR game
Team: 30 people | Time: 8 months project | Engine: Unity 5

  • Used non-euclidean portals to create levels where players can endlessly physically walk without bumping into walls
  • To ensure the cable didn’t tangle I alternated the direction the player had to walk
  • Researched and prototyped VR movement methods & mechanics

Bit-Buster

Cooperative twin stick shoot ‘m up
Team: 20 people | Time: 2 months project | Engine: custom made voxel engine

  • Successfully worked with a student-made voxel engine
  • Created 50% of the game’s content
  • Utilized and encouraged cooperative gameplay

Paintings On The Wall

Optical illusion VR puzzle game
Team: 10 people | Time: 2 weeks project | Engine: Unreal engine 4

  • Came up with game concept
  • Made the most out of the 3DOF headtracking VR limitations of the GearVR
  • Designed the game soundtrack

UT4 map DM Monk

Multiplayer map for Unreal Tournament 4
Team: 1 person | Time: 2 months project | Engine: Unreal engine 4

  • Features a very layered design with lots of verticality, ninja routes and flow
  • Made a gymlevel first to research UT4’s metrics to ensure consistency and readability
  • features a unique element I created myself (trapdoor)

Spare Time Projects

Trackmania Track Water City

A racetrack called ‘Water City’ I created in my youth in the game Trackmania United Forever. Both the track and the video montage were made by me using the in-game level editor and video editor. The track was focused on giving the player a multitude of routes the player could choose to get to the finish line. The harder routes were the fastest, but also the riskiest. Falling from one route often resulted in landing on another. The player could mix and match routes throughout the race. (There is some lag in the video because of the amount of cars driving at the same time while the game and its video editor were running on old hardware)

SMM2 Level Bowser's Castle

A level created in Super Mario Maker 2.
Designed to encourage exploration while also providing a multitude of speed running lines hidden in plain sight. The player can traverse this huge level in many different ways. The level accommodates for both slow paced play styles as well as speedy play styles. Each beat/moment/challenge/obstacle within the level can be completed on its own. But for the creative player the obstacles can also work together and turn the whole level into one big roller coaster!

Contact

pieters.joost94@gmail.com