Skills

Git

Knowledge of command line Git. Prefer using the Visual Studio Team GUI. Using Git-legit.

C#

Proficient in .NET Core and .NET Framework. Experienced with ASP.NET and Entity Framework.

Java

Experience

Angular

Experience using the Angular framework.

Basic web development

Experience with HTML, CSS and JavaScript.

SQL Server

Experienced in writing SQL query’s and basic experience in database design.

Experience

 
 
 
 
 

Software Engineer

Het NIC AP-Discovery

July 2018 – Present Eindhoven
Working on .NET web applications

Recent Posts

Within my analysis of Dishonored 2, I noted the importance of the quick save/load system. It was essential in making the experience feel good and make mistakes feel not as bad as it may seem.

Because of this, I’ve decided I want to implement the quick saving and loading within the asset pack.

The following is an UML Design of the set in place system.

UML Design Diagram

To document the asset pack in a way that developers can work with it, a tool is needed that is able to generate a static website with documentation. This documentation will be custom written. The following document will go over the decision of what tool to use. Requirements To find the correct tool for the job, I’ve decided to first set requirements. These requirements are ranked with the most important requirement coming first.

Around the time of writing this, the game called Untitled Goose Game (UGG) was released for Nintendo Switch and the Epic Games’ store not too long ago. The title is a great success on both platforms and has taken the world by storm, managing to be the best selling game on the Nintendo Switch’s online store and getting into pop/nerd culture. Core gameplay loop In UGG, the player is presented a task list that they have to complete.

Visual UML Diagram

Now the movement system has been analysed, designed and implemented, lets look at the next logical step in stealth gameplay: Detection. With detection, I mean the way that guards or cameras can see you and be alerted. How close can you get to a guard, how far away can he see and how wide is his viewing angle. How close can the player get to a guard While a bit of the easier question to answer, it could still proof difficult to not let the player go out of control.

Projects

Working fun, intuitive and fair systems into a stealth game.

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