| Project: | Steam Page |
|---|---|
| Focus: | I created item and status effect system within Unreal hooked using google API to google spreadsheets so that the designer could freely create items and add effects for them. Designed and created an AI based on the invisible Kaernk enemy in Amnesia. Created the inventory system and crafting system. Made the cave effect where going inside the cave everything becomes dark. |
| Duration: | 1 year |
| Role(s): | Tools & Gameplay programmer |
| Engine: | Unreal |
| Team: | 4 programmers, 6 designers, 6 artists, 2 producers |
| Tech: |
| Project: |
A stealth game where you need to escape a mine full of hostile robots.
Without
getting caught and killed!
Found on: Itch.io |
|---|---|
| Focus: | I created all of the AI myself with the help of behavior trees and the perception system of Unreal had no prior experience with this. |
| Duration: | 8 weeks |
| Role(s): | AI programmer |
| Engine: | Unreal |
| Team: | 4 programmers, 5 designers, 4 artists, 1 producer |
| Tech: |
| Project: | A party multiplayer game where you have to guide your ship to gold with the help of your slapping cursor hands. |
|---|---|
| Focus: | I worked mostly on Cursor handling, UI and helping with the track creation tool. |
| Duration: | 8 weeks |
| Role(s): | Gameplay Programmer |
| Engine: | Unreal |
| Team: | 3 programmers, 3 designers, 3 artists |
| Tech: |
| Project: | To create a custom engine in order to make a demo for the game Gradius V. |
|---|---|
| Focus: | I created the serialization, prefab system, editor UI system, editor history system and a non-data driven gameobject manager. |
| Duration: | 8 weeks |
| Role(s): | Engine Programmer |
| Engine: | Custom Engine |
| Team: | 4 programmers |
| Tech: |
| Project: | To create a custom engine for a game concept made about robbing a bank and planning the heist before hand. |
|---|---|
| Focus: | I focused mainly on the Lua scripting and tiling/level systems. As well as other back-end systems. |
| Duration: | 8 weeks |
| Role(s): | Engine Programmer |
| Engine: | Custom Engine |
| Team: | 1 Engine programmers, 1 Tools programmer, 2 Graphics Programmers, 3 Gameplay Programmers |
| Tech: |
| Project: | Create a raytracer to render different scenes non-realtime. |
|---|---|
| Focus: | Creating a raytracer from scratch in C++ after that was done I added ambient occlusion, soft shadows and multithreading as extra. |
| Duration: | 8 weeks |
| Role(s): | General Programmer |
| Engine: | Custom Engine |
| Team: | Only me |
| Tech: |
| Project: | A game where you as the player have to navigate through a series of puzzles involving morphing into different materials and gaining their powers to solve said puzzles. |
|---|---|
| Focus: | Create rotating world to allow for creation of puzzles. Allow player to"morph" into floor to get properties of floor. |
| Duration: | 2 months |
| Role(s): | Gameplay Programmer |
| Engine: | Unity |
| Team: | 6 programmers |
| Tech: |
| Project: | As a wizard your task is to slay an evil creature lurking in an abandoned tower. |
|---|---|
| Focus: | Create a single boss fight with introduction mechanics. |
| Duration: | 2 weeks |
| Role(s): | Gameplay Programmer |
| Engine: | Unity |
| Team: | Only me |
| Tech: |
| Project: | A survival game where you have to survive as long as possible without your light running out. |
|---|---|
| Focus: | Create an economy game that uses light as a resource to progress further. |
| Duration: | 2 weeks |
| Role(s): | Gameplay Programmer |
| Engine: | Unity |
| Team: | Only me |
| Tech: |
| Project: | A small game where you as an astronaut are seperated from your spacecraft and you have to navigate through asteroid to return home. |
|---|---|
| Focus: | Create a game that follows certain design principles. Learn prototyping. And make use of gravity principles in Unity. |
| Duration: | 2 weeks |
| Role(s): | Gameplay Programmer |
| Engine: | Unity |
| Team: | Only me |
| Tech: |
| Project: | A fast pace game where you have to survive as long as possible using the elements to your advantage. Made for KLM to be used as a game during flights. |
|---|---|
| Focus: | I created the UI, the powerup behavior, player movement. |
| Duration: | 2 months |
| Role(s): | Gameplay Programmer |
| Engine: | Processing |
| Team: | 6 programmers |
| Tech: |
Hi, my name is Tim van den Bosch, born in 1994, currently I am studying at Breda University of
Applied Sciences, The Netherlands.
I want to become a game developer, because I am very much interested in how games work and how
they are made. I am really interested in the technical part of games and how it is achieved
through code and because of this curiosity I like to gain new knowledge to improve myself but
also to help others.
Currently I am focusing on developing myself further in tools so that I can help others to
develop our game.
I really enjoy playing games and I think it is important that games entertain and give joy to
people, because that is what it is all about in the end.