My name is Raymond, I'm 21 years old and I'm a 2nd year Game Development Student at the Hogeschool van Amsterdam.
I work mostly with C# and Unity at the moment. I have a good bit of game design knowledge and I'm very interested in learning more about game design. Hoping to improve my knowledge of C#, Unity and eventually C++.
Below are some of the projects i've worked on.
3 2 1... Bang! - Team Project
Worked on: September 2017 - January 2018
This is the first project I created with a team. I built this game with 4 others, we used processing and programmed in Java. In this game you play as a cowboy in a town filled with bandits.
Monumental Warfare - Team Project
Worked on: February 2018 - June 2018
This is the second project of the first year, in multiplayer game you are a monument. Your goal is to smash other buildings to pieces. This game was created in a team of 5, we used the Blender Game Engine(rip) and python as programming language.
Since this was our first time modelling, the game didn't look very great. Our main focus was the multiplayer.
Devil's Sea - Solo Project
Worked on: September 2018 - October 2018
Solo Project written in C# and created in Unity. You play as a Diver who is searching for treasure and hunting ancient creatures below the surface. This project was mainly created to work out game design theory.
Escape room for visually impaired people that can be completed entirely by touch and sound
I worked on the design of the escape room, I created a flow diagram to give a visual overview of the progression of the escape room. I also created the overarching story of the escape room and how the puzzles tie into the story. I personally created/built one of the puzzles, the triangle box in the middle is mine, it's a puzzle that unlocks the next part of the escaperoom if the correct weights are placed on top.
Flowing Lava Shader
Worked on: March 2020 - April
Moving Parallax Occlusion Map Lava shader with heat distortion PostFX (WIP above, final result below)
A moving lava river POM shader that can be changed using a flowmap. I have used Unity Post Processing Stack V2 to create a heat distortion above the lava to make it look very hot.
The surface is Parallax Occlusion Mapped, which gives the lava depth from all angles. All effect rely on the GPU.