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) |