Hello person on the internet!
I'm Ewout, a game design and development student at the Hanze University of applied science. My goal is to help the world become a better place, by making software that changes people views and helps people. Connecting people form different cultures and helping people understand new concepts and ideas. Not looking for fame, just a opportunity to be helpful to the rest of the world.
Below you will see a selection of the projects I have worked on over the years. Apart from these i have made lots of small prototypes and tried my hands a different programming languages and game engines. Beside this I have done work on VR/AR and worked on business applications. A selection of tools I'm familiar with: Visual Studio Code, OpenCV, Visual Studio, Git, Unity3D, Unreal 4, and Game Maker.
Below you will see a selection of the projects I have worked on over the years. Apart from these i have made lots of small prototypes and tried my hands a different programming languages and game engines. Beside this I have done work on VR/AR and worked on business applications. A selection of tools I'm familiar with: Visual Studio Code, OpenCV, Visual Studio, Git, Unity3D, Unreal 4, and Game Maker.
Glyco Check (PC) - 2021 - Programmer
Glyco Check is application that measure various value's by looking at very small blood vessels captured by a camera places underneath the tongue. The application captures images and check them locally against known good parameters for analyses. If the images that were captured they are sent to the cloud for calculation. In the cloud hundreds of process are started to calculated the various values related to the patients blood vessels. These are then combined into a report that can be downloaded by a healthcare professional and shared with the patient.
The process of this project was already known but it used an old base incompatible with current technologies. Beside that the performance of the old setup was poor. The goal was to get measurement time down from 1 hour to 15 min. And to get the calculation time down as far as possible. And make secure all the data online. |
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AereA (PC/Xbox One/PS4) - 2019 - Programmer
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AereA is a music themed Action RPG in which you play as one of Great Maestro Guido’s disciples and explore Aezir; a floating island that was broken into pieces. Your mission is to find and return the nine primordial instruments to restore balance and peace to the world. You have to find your way through all parts of the scattered islands; complete quests, solve puzzles, defeat bosses and discover the truth behind the islands. Will you be able to return the nine primordial instruments? Play as Wolff the Harp-Archer, Jacques the Cello-Knight, Jules the Lute-Mage, Claude the Trumpet-Gunner, or team up with your friends in local co-op. Collect Music Sheets to learn new skills and customize your weapons to your play style. Publisher Page |
Among the Sleep (Switch) - 2019 - Programmer
In the enhanced edition of this award-winning first person horror adventure, you step into the pyjamas of a two year old child creeping through a dark and distorted house. Find your missing mother as you wander through sinister and surreal surroundings ranging from a haunting playground to a lakeside cottage, with only a teddy bear by your side for comfort. Will you survive long enough to unravel the family secret and make it to the end of this pitch-black nightmare?
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Blend It! (PC ) - 2017 - Sole Programmer
Blend It' was made during the Game Makers Toolkit Game Jam, with the theme 'Dual Purpose Design'.
You play as a hip and trendy farm owner who makes tomato smoothies in his giant blender. Farm tomatoes, avoid bugs and deliver smoothie blocks to the delivery trucks! So, strap on your gear and get ready to blend! Download Blend It Here |
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Enemy
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Things I learned form this project:
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Mosquito Fever (Andriod) - 2017 - Lead Programmer
A game designed for school children in Indonesia. Students from the Erasmus university visited multiple school and researched how kids protect them self from mosquito's. This is very important because both malaria and dengue are transferred by mosquito's. They returned with results that indicated that most people only use 1 source of protection. So our objective was to inform them about all the different ways to protect oneself from the mosquito's. In a addition they were also unaware how deadly the diseases are. So we added NPC's that could get sick if you didn't clear out the mosquito's. They would end up in the hospital and the doctor would inform you what will happen to them.
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Game Manager
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Things i learned on this project:
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Divine Intervetion (PC) - 2016 - Sole Programmer
Divine Intervention was a project for triangle studios to adopt prototype they had and re purpose it. We started out trying out a 3D prototype and and 2 2D prototypes. After 2 Months of prototyping we scrapped everything and started a new with a 2 Man team. Some code could be retro fitted to the final game but most code was re-written or created a new.
The game is a 4 player coop game. Where one player has to be carried by the rest of the team. And while they are carrying him they can't defend them self. In turn the immobile player is the only one that heal, place walls, place turrets etc. So it's essential that the entire team works together to reach the end of the level. |
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Player Input
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Things I learned:
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Bonkers (Andriod) - 2016 - Gameplay Programmer
Bonkers is a mobile dungeon crawler with an interesting combat mechanic. Your goal is to survive as long as possible to survive an onslaught of candy. You fight the the enemies by forming various patterns with 9 dots that appear on screen. I personally worked on the combat systems and helped out on the path finding and level generation. This Game was made in Unity 3D target platform is Android.
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Player Input
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I was responsible for programming movement, defense, offensive attacks. And combo them together. While dynamically checking a database for available moves.
Things I learned:
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CPRRR (PC VR) - 2016 - Gameplay Programmer
Stark Learning asked us as student to build a game that could teach people how to do CPR. Because of our limited time and skill set we decided that it would be best to focus on a two aspects. The amount of pressure needed to preform CPR and keeping the right rhythm.
To achieve this we made a custom controller that would only send a signal when there was enough pressure. For the rhythm we 120 pushes per minuet we implemented a click track. If the player is doing well more instruments get added to the track. If the player is doing really well the click track disappears and they need to keep the rhythm on their own. The amount of things going on in the game increase over time to distract the player and teach them to focus. |
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Players Input
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Things I learned:
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Tito's Adventure (PC) - 2016 - Programmer
Sanne and Thomas: Tito's avontuur is a game targted at kids ages 8-16 with the purpose to learn them that the KJRW existed. This a an institution that helps children with legal issues and disputes. Because they need an adult to file any legal issue on there behalf. But sadly not all childminder know that they exists.
So our team tried to construct a natural game narrative that would let the player know what KJRW. We did this by having the players dog (Tito) run away. It turns out he is hiding somewhere in the KJRW office you have to talk to multiple employees and solve some simple puzzles. Before you can find Tito. |
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Player Code
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Things I learned during this project
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Dead Paw (PC) - 2015 - Programmer
During the second block of the first year at Game Design & Development at the Hanze university of applied sciences we were tasked with making a flash game. The assignment was to make a game that some how involved cards. We, the project group, decided that we where going to make a lane based card game. This became Dead Paw, a post-apocalyptic war game where animals from different nations are forced to fight over the last remaining resources on the planet.
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Player Input
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For this game I helped design most of the mechanics in the game. This involved making paper-prototypes making changes to the core of the game and changes minor things in the digital game when we stated production.
Code wise I was responsible for making the ''Card"& "Deck" part of the game work. This meant making and shuffling the deck and pulling cards to the hand at a steady interval. In addition to this I also coded the User Interface. On the art side of the game I created concept art, character designs and animations, vehicle design and animation. To make the game complete I created the visual part of the User Interface and the backgrounds used in the game. |
Tales Of Legend (Physical) - 2015
Tales of legends is a card game designed in the first block of my first year of Game Design & Development. It's is a crossover between Dungeons and Dragons and the Settlers of Catan. Players choose a Hero at the start of the game set out to roams the lands in search of legend points. These points can be obtained by completing quests, they can be retrieved for towns. Players get assigned random quest based on cards pulled from the different piles. During the game these piles are also used during the game to determine the encounters on each tile, the items rewarded. Combat goes on a turn based system, but every turn is adjust by the yellow change card. This way every combat encounter is kept interesting.
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