Blind Squirrel Games - State of Decay 3
Focus:
Defining Workflows (World + POIs + Others)
Creating example content
Blind Squirrel - Delta Force: Hawk Ops
Focus:
Defining Workflows (Scripting)
Cinematic, AI and Gameplay Scripting
Hangar 13 - Project VOLT (cancelled)
Focus:
Player Guidance, Vistas & Gameplay Scripting
Ubisoft - Rainbow Six Extraction
Focus:
Lines of Sight, Navigational Flow & Distinct Callouts
Deliver Us The Moon
Focus:
Gameplay Concepting & Kitbashing
ABOUT ME
Who am I and how can I help you succeed?
A Dutch AAA Level Designer with an appetite for gamejams, I have been immersed in game development since September 2013.
I have 7 years of professional experience in which I've had 3 multi-platform releases.
My focus is on Level Design.
I am experienced in both linear and open world design, singleplayer as well as co-op multiplayer. I am a reliable content driver that can facilitate all other departments.
Within a team, I tend to take on a proactive stance because of my information oriented approach. I like to focus on clearing up as many unknowns as possible and finding ways to balance every stakeholder's needs.
RESUME
Personal Statement
I am a highly "Growth-Oriented" person.
I believe that striving to be a better collaborator above all is advantageous for current and future projects as well as my own long term goals.
I am a Dutch native speaker with a full professional proficiency in English.
Work Experience
Blind Squirrel Games Aug 2022 - Current
Senior Level Designer on Unannounced.
Hangar 13 Jan 2020 - Aug 2022 Mission Designer on Project VOLT (cancelled).
Ubisoft Feb 2018 - June 2019
Junior Level Designer on Rainbow Six Extraction and Ghost Recon Breakpoint.
KeokeN Interactive Feb 2017 - July 2017
Level Design Intern on Deliver us the Moon.