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) |