About Me

Hi! I'm Hugo, a game programmer and designer from The Netherlands, and I've been making games since I was 7. I published my first app on the App Store and Google Play when I was 15, and I've just wrapped up development on Avatar: Frontiers of Pandora as Narrative Systems Programmer at Ubisoft (Massive Entertainment). I graduated cum laude from Breda University studying Creative Media and Game Technologies. 

Here you can see some of the projects I've had the opportunity of contributing to, and some of the personal-fun-things I've been working on. I have a strong perseverance for learning new things and taking on challenges, and I always like to put some extra time in polishing my creations, to make sure the creative vision is achieved in the best possible way. I've always been extremely curious in the technical side of games, and sometimes this curiosity has led me to projects I won't be able to formally mention here... cough.

Sometimes I also make websites, like this one. If you have any questions please feel free to contact me :)


Highlighted Project
Click on the tiles to learn more about each project.

Warlock Engine is a game engine I wrote from scratch in C++. It features a level editor, a node graph system and much more. It's my largest personal project yet!

Read more...
Professional Projects
Click on the tiles to learn more about each project.
c++
AAA
ubisoft
Game Programmer at Ubisoft / Massive Entertainment, working on Avatar: Frontiers of Pandora.
Bolt Storm
ue4
c++
gamedev
university
3D dungeon crawler / shoot 'em up.
My contributions:
Finite state machine in C++
Melee + ranged combat system
Custom collision checking
UE4 build for Xbox One
Custom projectile 'batching'
Two-pass shader using stencil buffer
Soul Knight
ue4
c++
gamedev
university
3D 3rd person adventure platformer.
My contributions:
Player logic with state machine
Advanced camera
Character behaviour
UE4 build for PlayStation 4
Gameplay design
Public representation
Personal Work
Click on the tiles to learn more about each project.
Reverse Engineering Beyond: Two Souls
technical
hax
Reversing PlayStation®3 exclusive "Beyond: Two Souls™": data formats, Lua framework, sequences, choice events, audio streaming, camera animation, models, GUI framework, much more.
Highlights:
PS3 game on PC...
Built an engine around pre-existing binary data
Custom mesh data
Chunk based audio/anim streaming
Character dialog, choice events
Dinosaur Planet Leftovers
c++
technical
Reverse-engineered some leftovers from an N64 / GameCube game. Includes a music player for a proprietary sound format made using the GameCube SDK.
Highlights:
First ever project in C++
Made using the original GameCube SDK
Works on real hardware.. sort of
The Runthrough
gamedev
A game that I've been working on for over 4 years... rewritten from scratch more than 3 times...
Highlights:
Binary level format
Super smooth UI / UX
Full level creation suite
Online account / licensing
Sparkle
gamedev
A game I made when I was 15, released on the App Store and Google Play
My contributions:
All design, art and code
DirectX 11 Renderer
c++
directx
rendering
qt
Physically Based Rendering in DirectX 11 with beginnings of intergration in Qt
Highlights:
Physically Based Rendering
Abstracted rendering API
Input handling with XInput
Vamp
gamedev
gamejam
unity
c#
Ludum Dare 37 gamejam
My contributions:
Gameplay design & code
Lisys
technical
Something a bit different; a complete PC built inside a box with power sockets, which can control lights on music!
Djek
djek
History about the name I've used in countless projects and experiments since my childhood. Also logos. Loads of logos.
Contact Me

Feel free to send me a message here: [email protected], I'll try to respond as quick as I can! I'm also on this social media thing, if you need me there: