August 11, 2020

Alexander Verbeek, Game Developer

Creative and software engineer with a strong passion for video games. 8 Years experience in the field of video game design and development.

My proudest accomplishment: Developing and releasing the platformer game iO to Steam and mobile stores from scratch, with a tiny team, from start to finish.
Other notable projects include: Porting SpeedRunners (DoubleDutch) to console platforms and Escapists2 (Codeglue/Team17) to mobile platforms.

Colleagues consider me a persistent, focused problem solver, able to perform under pressure of deadlines and hard problems. My careful and conscientious nature helps me solve large, complex problems. Though I struggle with ambiguously defined tasks or expectations. A broad range of skills makes me good at jumping on anything that might come up in a project.

I like to experiment to learn new techniques, technologies or skills regularly, though finding time to do so can sometimes be difficult.

Hobbies include fantasy and sci-fi novels, anime, cycling to/from work, and pen & paper roleplaying games. Currently involved in a Dungeons and Dragons campaign.
Favorite video games include Dwarf Fortress, Oxygen Not Included, Europa Universalis 4, Kerbal Space Program, Minecraft, Factorio, Dark Souls, Monster Hunter World, Satisfactory.

Full name: Alexander (Sander) Verbeek
Year of Birth: 1989
Address: Beijerlandselaan 167D, 3074EH Rotterdam, The Netherlands
Email: sanderman@gmail.com
Phone: +31 (0)6 2018 4971
Portfolio: sanderman01.github.io/portfolio
Skills and experience  
Languages C#, C++, Java, Haskell, Rust, SQL, and others.
Game Engines Unity3D, Xna/MonoGame, Unreal Engine 4
Gameplay Gameplay systems and UI design and implementation
Game AI pathfinding, behaviour trees, flocking, other actor behaviours
Tools creation and Procedural Content spline editing, generating triangle meshes, landscapes, noise textures, scene optimization tools, etc.
Graphics Cg\HLSL vertex, geometry, fragment and compute shaders, post processing effects, fog-of-war etc.
Technical Writing code documentation, code guidelines, asset production guidelines, etc.
Platforms Windows, Linux, Playstation 4, Xbox One, Android, iOS, Arduino
Networking Unity UNET, Forge, Photon PUN, Photon Bolt.
Version Control Systems, etc. Git, Mercurial, Subversion, Perforce
Build Automation Systems Unity editor scripts, CMake, Jenkins
Natural Languages Native Dutch, High proficiency English. Low proficiency German and French.
Programmer at Codeglue, Rotterdam, 2017 to present
Various porting projects and in-house projects: Most challenging was Escapists2 to mobile as it required extensive networking changes and extreme optimization efforts.
Currently porting a somewhat large PC game to XboxOne and PS4.
Various new in-house ip projects and gamejams. Most noticeably Spellbenders (WIP)
Responsibilities include:
Gameplay and supporting systems design and implementation. Memory and CPU optimation. Multiplayer netcode. Console integrations. TRCs/XRs. Testing. Bugfixing.
Guidance towards professional and optimized development practices. Research.
Programmer at DoubleDutch Games, Hilversum, 2016
Porting SpeedRunners to XboxOne and Fuze.
Integrating platform systems such as: networking, matchmaking, application lifecycle management, cloud saves, achievements, voice chat, etc.
Technical Requirements (TRC) implementation, testing and bugfixes.
Programmer at Righteous Games, Eindhoven, 2015
Implementation and optimization of the Willem II Passage Occulus Rift VR sim and attached Arduino bike sensor system.
Designing and implementing gameplay for various logic and spatial awareness puzzles for an in-house ip puzzle-detective exploration game prototype targeted to tablets.
Implementing game systems like player camera navigation and inventory for this game.
Writing technical documentation for use by artists, to improve art pipeline efficiency.
Developed and published the game iO, 2012-2014
Joint venture with Gamious, Amsterdam, as result of very succesful gamejam prototype
Developing level editing tools, UI screens, and other game subsystems. Designing concept levels, conceptualizing novel ways to combine game mechanics. Designing and implementing control schemes for gamepad and touchscreen.
Developing for PC, Mobile and Ouya.
Team leadership
Internships  
Little Chicken, Amsterdam, 2012 Blewscreen, Tilburg, 2010
Education
HBO-ICT + Game Design and Technology at Fontys Eindhoven (Bachelor of Science)