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.
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) |