PROJECTS

Let's go over the most formative projects that I've worked on the past few years.

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Good Job


In 2018 I made a prototype in my spare time of two 'safety hazard men' solving problems by plugging power cords in an an overhead-view stylized office. It was selected by Nintendo and Paladin Studios to become a full title. The ruleset of 'every object can be moved' and 'everything can be destroyed' posed huge technical and design challenges that we overcame through teamwork and iteration. My greatest personal accomplishments on the project were:


  • Starting the project with an original prototype
  • Creating the first version of the complex 'power cord' mechanic
  • Convincing the team to start doing 'one day prototypes'
  • Getting to work directly with Nintendo of Japan

Winder


From 2018 onwards I sought to apply the lessons learned from the failure of The Intruder to independently develop a game that relies heavily on proven gameplay concepts, has a more appropriate scope and isn't burdened by community expectations. It is now resuming after slowing for Good Job. My greatest accomplishments so far have been:


  • Created an original time manipulation mechanic
  • Created a playable prototype of the entire game in a year to then iterate on and improve
  • Refrained from publicly announcing the game until it's developed far enough that I know exactly what the game is and when it comes out to avoid setting expectations that I can't deliver on
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The Intruder

 

From 2013 to 2018 I worked on a survival horror game in my spare time. The idea was that every night a mysterious creature visited and tried to kill you while you explored the mystery of an abandoned rural town. It started with open-world gameplay which proved to be too ambitious so I scaled it down to being stuck in a mansion during a blizzard. That proved to miss some of the creative spark of the original concept and I eventually shelved the project. My greatest accomplishments were:

 

  • Making advanced physics-based AI in the Source Engine
  • Making a real-time day night cycle
  • Working with Sjoerd Limberger to create a dynamic soundtrack
  • Learning the creative challenges of starting a game from scratch and the many pitfalls of managing community expectations

Amazing Katamari Damacy


From 2016 to 2017 I developed an infinite runner mobile adaptation of the beloved Katamari Damacy franchise. Katamari's quirky mechanic of an ever-growing sticky ball and the constantly changing scale of the gameplay caused the team a lot of headaches but we were able to make it come together in the end. My greatest personal accomplishments on the project were:


  • Got to work with Bandai Namco on a beloved IP and learned all the red tape and legal processes that come with that
  • Recreated the famous sticky ball game mechanic
  • Managed to figure out a way for the player to progress through many different environments of different scales and with different objects without the interruption of loading screens
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Fruit Fever

 

From 2013 to 2014 I developed a fruity match-3 web game called Fruit Fever World. I learned how to work with various disciplines and became familiar with the lifecycle of starting, developing, releasing and expanding a Free to Play web game. My greatest accomplishments on the project were:

 

  • Building a prototype based on an existing game design
  • Developing that prototype into a shippable product with the help of a talented multi-disciplinary team
  • Learning Spil Games' QA & release cycle
  • Shipping the game and various content updates

CONTACT DETAILS

roy.theunissen@live.nl

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